Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Spacefox on July 29, 2013, 09:52:26 am

Title: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Spacefox on July 29, 2013, 09:52:26 am
Spacefox Graphic Set

(http://i.imgur.com/IdvqP84.png)
 
News and Updates


December 02 2013

Hey Spacefox here.

Some people have contacted me about using the Dwarf sprites in their game, tileset or website. You have my permission to use these Sprites provided:

- You don't monetize my sprites. Eg, paid game (i made these for the dwarf fortress community to enjoy. They are free to share and use)
- I'm NOT the creator of Pheobus' Tileset or any of it's assets. If you want to use those assets, you will need to ask permission from the respective creators!
- Please make sure to credit me and of course Sphyr, the creator of the original dwarves on which my sprites are based upon.

Thankyou.

Spoiler (click to show/hide)

About


A 16x16 tile and graphic set created with a simple, clean look as a goal. Inspired by Jolly Bastion and referenced from tile sets that have come before. This graphic and tileset is still very much a WIP. It should be completely playable as it is based off Phoebus' Tileset (http://www.bay12forums.com/smf/index.php?topic=57557.0) and comes with all of it's graphical assets.

Download and Installation


1 -  Uninstall any previous graphics pack from your dwarf fortress installation.
2 - Download my graphics set here ---> DOWNLOAD (http://dffd.wimbli.com/file.php?id=7867)
3 - Unzip the file and copy the contents of [16x16] Spacefox 34.11 to your dwarf fortress main directory.
4 -  Load up and strike the earth!

5 - I'm very happy to say that PeridexisErrant has decided to included the Spacefox graphics set in his updated Lazy Newbie Pack. It makes installing and removing different tilesets much easier and comes with a whole bunch of utilities, mods, updates and fixes. Highly recommended.  Please visit his post here for more information and download link --->PeridexisErrant's LNP  (http://www.bay12forums.com/smf/index.php?topic=126076.0)

6- Frici has also included the graphics set with the MacNewbie Pack. Mac users please visit this post for Information and download ---->  MacNewbie Pack ReBorn (http://www.bay12forums.com/smf/index.php?topic=128960) Rejoice!

Changelog
Spoiler (click to show/hide)

Credit and Thanks
Spoiler (click to show/hide)

Ingame Screenshots
Spoiler (click to show/hide)


Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Sourlout on July 29, 2013, 11:18:20 am
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.
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Godlysockpuppet on July 29, 2013, 12:25:37 pm
great job :) Loving the style
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Vherid on July 29, 2013, 12:30:28 pm
This is incredible, always nice to see another fresh and unique set. Great job, awfully adorable too.
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Meph on July 29, 2013, 01:04:34 pm
The dwarf sprites remind me of cyanide and happiness, no idea why...

I really have to alter my UI to allow changing sprites as well as tilesets. The new dwarves have a lot of charm and make the set, at least from my point of view... yeah, I do like it.

You use a custom color scheme, it somewhat reminds me of JollyBastions... is it the same, or did you create one yourself?
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Spacefox on July 29, 2013, 01:25:33 pm
Yeah it's basically the same colour.txt file with some alterations. People have been asking if this graphics pack is compatible with masterwork. I have no clue since i haven't played it yet. Gotta find some time to try out the mod soon. Thanks Meph :)
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Tweedlebum on July 29, 2013, 03:04:02 pm
Hi there, your graphic pack looks like its going to be quite good.  I've been looking for a graphics pack for a while, having been playing the ASCII art for more than a year. 

However, I just tried to set a new embark and noticed that the embark location find feature uses dull green X squares.  This is fine, but the cursor is a dull brown X square.  Could you change it to something brighter and more noticible?  Between the similar colors and the flashing nature of the X's I can't really identify where my cursor is on the screen without moving it into the ocean or some such. 

It's to the point where I'm going to turn off the pack, embark and then turn the pack back on.

 Love the art style though, and I'll let you know if I see anything else.
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Mayama on July 29, 2013, 05:28:23 pm
Very nice graphic set :)
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: PeridexisErrant on July 29, 2013, 08:57:20 pm
PTW - it looks good enough that I've added it to my LNP, so you might want to edit the OP to note that :-)

I love DF made pretty. 
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Meph on July 29, 2013, 09:16:32 pm
If you use the same tile-numbers that JollyBastion does, (which is the same as Ascii) then yes, it is compatible. I'll add it into it if you like, together with Obsidian Souls and my own, once I am back in germany and can alter my UI.
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Matt D on July 30, 2013, 05:35:21 am
Very newbie question here. I'm using "MacNewbie" to play DF (still learning). How would I add this to that?
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: fricy on July 30, 2013, 06:15:37 am
@Spacefox: Added to Macnewbie Pack 7.2

@Matt D: Extract the .zip file into Macnewbie Contents/Graphics. The next time you launch the Macnewbie app it will autodetect the Spacefox pack and you can install it. If you want to start a new world, you are now ready.
If you want to play with an existing save you have to go to you save folder in /dwarffortress/data/save and find which one of the region folders is you existing save (it will contain the 'world.sav' file and a 'raw' folder), and look for another folder with the same name that will only have 3 folders inside (objects, graphics, inter. examples), and move those 3 folders into the 'raw' folder of your save overwriting everything.
-Sorry for this workaround, but the GUI is bugged, I didn't write it, and haven't found a way to fix it yet... :(
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Matt D on July 30, 2013, 06:32:48 am
@fricy: <3 You rock, thanks!

I'd only just gen'd a new world and hadn't done anything worht anything yet so it's just as easy to gen a new one (the cliff shape at my embark bothered me anyway).

Thanks!
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Deon on July 30, 2013, 07:12:48 am
I'm not great with this, but I got an idea for humans to fit your dwarves:

(http://img.ie/v651v.png)
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: theqmann on July 30, 2013, 10:07:40 am
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 :)
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Meph on July 30, 2013, 10:30:17 am
Its railway stops and the end of bridges. Hardcoded, cant be changed.
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Taffer on July 30, 2013, 02:33:52 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Spacefox on July 30, 2013, 06:25:19 pm
I'm not great with this, but I got an idea for humans to fit your dwarves:

(http://img.ie/v651v.png)

Nice work deon! I'm aiming for consistency however and i've already made the elf sprite which you can check out in the Character set. The elves are gonna be styled after Link from legend of Zelda, cute and innocent...which will make killing them pretty funny/horrific ...Humans are gonna be the same shape/size as an elf just minus the big ears and a bit "edgier."

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.

Hey guys thanks for the input. So i guess these tiles need to be similar to the existing chair tile. I'll make it and test it ingame to see how it goes.  And Taffer, i think i can change the raw text files for plants if I'm not mistaken ( I've been using Braduffner's Raw Explorer (http://www.bay12forums.com/smf/index.php?topic=103360.msg3056848#msg3056848)) so it should be okay. If not i'll have find a work around. Thanks everyone!  :)
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: nadia911 on July 30, 2013, 07:06:43 pm
Thanks Spacefox, your work is excellent! It has become my favorite to play DF.  :D
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Meph on July 30, 2013, 08:52:15 pm
I didnt knew about the cacti/trees, but those can be changed to other tiles if need be.
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Matt D on July 31, 2013, 03:55:06 am
Started my first world with this tileset last night. Looking adorable already.
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Dwarf Kitty on August 01, 2013, 12:54:13 am
Quote
The elves are gonna be styled after Link from legend of Zelda, cute and innocent...which will make killing them pretty funny/horrific

Too bad you can't do Link's death sequence from the SNES Legend of Zelda:  *whirl, whirl, whirl, faceplant*   :D
 
I've seen a Zelda mod for adventure mode, Earthward Pick.  This tileset might make a good option.
Title: Re: Spacefox 16x16 Graphic and Tileset
Post by: Spacefox on August 01, 2013, 08:43:46 am
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.

Thanks everyone. Have fun^^
Title: Cool! I might actually use this.
Post by: CR055H41RZ on August 02, 2013, 02:25:20 pm
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: (http://31.media.tumblr.com/364d5394ada5eb2e9e43679a5d538aa0/tumblr_mqx4ku5b8D1r1ahsco1_250.png)
it didn't like my tiny image
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: sideflare on August 03, 2013, 09:37:18 pm
So bright and fun, love it already!  :o
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Greendogo on August 05, 2013, 05:06:56 am
Damn, this is amazing.  This should go on forever.  Please babysit us with constant updates for the rest of eternity!  Pwetty pwease!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dwarfskeet on August 05, 2013, 08:01:01 pm
This is such an awesome tileset, keep up the great work!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Rinick on August 07, 2013, 10:39:50 am
this is cute, nice work!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Obsidian Soul on August 11, 2013, 06:13:38 am
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: a_bee on August 11, 2013, 09:36:47 pm
very fun to watch the dwarf style.. its cute.. a lot.!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Vabalokis on August 17, 2013, 02:10:03 am
Damn, this is amazing.  This should go on forever.  Please babysit us with constant updates for the rest of eternity!  Pwetty pwease!

This
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Spacefox on August 20, 2013, 11:00:50 am
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.

You're awesome Obsidian! Thanks!  :D

Damn, this is amazing.  This should go on forever.  Please babysit us with constant updates for the rest of eternity!  Pwetty pwease!

I'm still in hong kong. Really busy ATM. Living out of a hotel near soho. Unfortunately I won't be back home for another week. Till then I won't have access to my graphics tools/programs. Hang in there!

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

Thank you for the dolphin and spider!  :o


Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: RoguelikesESP on August 20, 2013, 02:04:25 pm
x'D love this!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Ironhand on August 21, 2013, 03:24:31 pm
This is it.
This is what's up.

I love it and I want more! :-D
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Rexor on August 26, 2013, 01:30:26 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Meph on August 27, 2013, 01:14:22 am
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. :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Rexor on August 27, 2013, 01:26:12 am
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. :)

In init.txt, [GRAPHICS:YES], so that's not the cause of it... :( It's not a huge deal, generally the game looks much better now, and quite frankly it's easier to tell the dwarves apart with the classic look.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Rexor on August 27, 2013, 03:32:27 am
Must I have some mod installed for the graphics to work or is vanilla DF enough?

EDIT: SUCCESS! I didn't realize every savegame had it's own raw directory, with it's own graphics etc. The problem was that I copied my savegame over from a previous installation with a different graphics pack.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Taverius on September 05, 2013, 07:59:17 pm
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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Spacefox on September 06, 2013, 07:58:57 am
Hey errybody! Sorry for the long hiatus. I'm back from my trip.

It isn't much, but here's a screenshot of what i'm up to with the goblins.
Spoiler (click to show/hide)

Also i painted this a day ago. Thought you guys might enjoy it.
Spoiler (click to show/hide)



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?

I'll look into it. Thanks Tav. 



Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Vabalokis on September 06, 2013, 10:06:50 am
Yes YES MORE
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Kiloku on September 10, 2013, 01:42:22 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Spacefox on September 11, 2013, 11:32:55 am
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.

Sure you can modify my work! :) I can't give you permission for anything that isn't my own work though. My work is the Main tile set and the dwarves set. If there's anything else you wanna modify, you'll have to get permission from the respective creators. eg. creatures, elves, etc.

Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Seluin on September 12, 2013, 12:08:31 pm
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.

I am having the same problem! I had something very similar happen with Obsidian's set, and then this with Spacefox's set. I love both the sets but can't get the special dwarves to work.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Vabalokis on September 14, 2013, 10:07:10 pm
Could you make some installation guide for masterwork? i have problems merging it with default tileset
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Snaake on September 15, 2013, 08:11:36 am
I'm a noob when it comes to recognizing dwarf professions from the graphics. And a noob at comparing DF tilesets/graphics too. I'm still using Phoebus. I have tried ascii too, and did use to play e.g. Nethack on both ASCII and tilesets, but I think I'll be preferring some sort of tileset for DF. I can tell apart the military now, and ofc carpenter/mason/farmer, common stuff like that, but eg. no idea about the different farmers and so on... nor do I really care, I use a custom "Farmer" profession in Dwarftherapist that has all the no-quality farming skills +other mass-labour things. So this seems nice... But what are those dwarves?
(http://i.imgur.com/IdvqP84.png)
Miner, ranger, cook, ???(grower/herbalist?), carpenter, fisherdwarf, doctor, trader/manager, furnace operator, ?!?, jeweler, knife user?
Especially bugged by the weird blue-purple dwarf.

Like the look of the dwarves (even if I don't know what they are)!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Milton Bradley on September 15, 2013, 12:19:20 pm
Registered just to say: this tileset is amazing! I love it. Well done, sir.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Spacefox on September 16, 2013, 11:13:59 am

... But what are those dwarves?

You can find the references for the sprites at [16x16] Spacefox 34.11\raw\graphics\graphics_spacefox_dwarves.txt

The dwarves shown in the header are:

Miner, hunter, cook, planter, carpenter, fisherdwarf, diagnoser, mayor, bee keeper, undead dwarf, gem appraiser, master thief

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.

Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Meph on September 16, 2013, 11:26:30 am
The addition is planned for the coming month, but I still have to figure out how to do the dwarf sprites as well. The tileset is... a lot of work, but simple work.

Say, Spacefox, this is based on Phoebus... did any of the tilenumbers change? Did you do any raw modding, or is this interchangeable with the Phoebus raws? That would be totally rad, because installing and integrating it would be very simple then :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: auris2 on September 20, 2013, 11:23:08 pm
Spacefox, your graphic set is so stylized, and it looks fantastic. I have been waiting for a tile set just like this. Thanks!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Knudow on September 24, 2013, 03:43:37 pm
I don't really know how the whole tileset/sprites in Dwarf Fortress works but is there a way of using the TrueType font with Spacefox?

I usually play with Phoebus and TrueType fonts, and since this is based on Phoebus' tileset I don't really know why F12 doesn't work.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Meph on September 24, 2013, 04:34:41 pm
Quote
Could you make some installation guide for masterwork? i have problems merging it with default tileset

Quote
Sorry mate. Can't help you there. I suggest you Visit Meph's Masterwork thread for answers.

Its done. My dev-version has a running Spacefox tileset, added to the GUI as an option for everyone. Next release will include this. :) I even managed to hook the creature sprites into this as well, so the dwarves will be replaced with Spacefox's sprites. :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: beefy on September 28, 2013, 12:55:38 pm
This tileset is AMAZING! °_°
One question though: is it possible to enable  TrueType fonts?
Can't seem to get this to work...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Kestrel on October 07, 2013, 07:37:21 pm
Love it.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: moya on October 18, 2013, 08:39:04 pm
Beautiful, Spacefox. I'm really enjoying this set. Thank you!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Putnam on October 22, 2013, 04:20:07 pm
This is the best graphics set I've ever seen.

I was trying to come up with a better way to say that, but that's all I could come up with.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: le_ross on November 03, 2013, 08:42:30 pm
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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Putnam on November 03, 2013, 09:12:18 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on November 04, 2013, 05:50:17 am
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?

Well, you could fix it by changing the tile from a coffin to a simple zero by editing the tilesheet. Then all your coffins will look like zeros... limitation of the game, maximum 256 sprites are allowed, so compromises like this are needed. :(
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: le_ross on November 05, 2013, 12:15:40 am
thanks for the answer.

I not sure why I was expecting that it was the same tile but the zero wins. I see much more zeros over those pretty coffins... they are very lovely.

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.

Quote
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]
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on November 05, 2013, 03:38:01 am
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.

Quote
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]

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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: le_ross on November 07, 2013, 09:55:32 pm
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.

Quote
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]

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?

Thanks again, the manuel move worked like a charm.

It's an old laptop ... leopard 10.5.8 or should I call it leper.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: finesse on November 09, 2013, 08:06:05 pm
This set is great.

A friend and myself are playing a DF game over SSH on my server, and I really miss this pack. We're stuck using custom fonts to make it look better, I found this old pack of tilesets that were converted to fonts http://dffd.wimbli.com/file.php?id=1922 (http://dffd.wimbli.com/file.php?id=1922). The quality isn't the best and its from 2010 before this pack was made.

I was wondering if someone could humor me, and make a ttf version of this pack with infinitely better skills than myself?

If not, I'll see what I can hack together but it probably won't be pretty.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Deon on November 18, 2013, 01:00:41 am
Permission to modify the set for my mod?

I will share creature graphics which I will try to make fitting to these amazing dwarves.

By modify I mostly mean tree/plant tiles needed for my mod. I've made them look like this:
(http://i.imgur.com/H3WzRci.png)

Background color magic.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Deon on November 20, 2013, 11:23:45 pm
I've used your tileset in the base of my future big mod:
http://www.bay12forums.com/smf/index.php?topic=133456.0

For tiles I use Sphr dwarves, but only because there's no fitting animal/human tiles. I absolutely adore your dwarves.

Thanks for the great tileset!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: 008 on December 26, 2013, 10:19:06 am
Awesome tileset, really nice work spacefox.

Downside is my eyes bleed when I look at the text that has been heavily changed to other symbol. Because I am new to DF, I can only recognize 0, x, > and <.
It is definitely not your fault though. This can hardly be fixed without using individual tileset for each item.

Just curious, how is your Hong Kong trip? As a Hong Konger I am pretty nosy for this haha
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Putnam on December 26, 2013, 02:43:55 pm
This can hardly be fixed without using individual tileset for each item.

Which you can't do.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheCoolSideofthePIllow on February 18, 2014, 03:42:33 am
I don't normally care for square tilesets, but when I read that this one was inspired by Jolly Bastion, I tried it out and I am absolutely loving it.

The only thing I am not sure about is the liquids. I like that I can see how deep a body of liquid is at a glance, but at the same time I miss it looking like water/lava.

The only thing I outright dislike is that unless you use F12, some of the fonts are unreadable, and I don't really care for having my 0's look like rocks. But this isn't really a fault on Spacefox; it's just how the game works.

All in all, this is now my new favorite tileset :D 9/10 stars.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: you.fail.me on March 25, 2014, 01:22:21 pm
Guys, how can I change the font in the tileset? This tileset is pretty cool, but fonts really piss me off:
Spoiler (click to show/hide)
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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dragoon209 on March 26, 2014, 02:34:30 pm
Guys, how can I change the font in the tileset? This tileset is pretty cool, but fonts really piss me off:
Spoiler (click to show/hide)
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?

If you are talking about the truetype font that toggles on when you press f12, then you can swap the actual font file located at: Dwarf Fortress Directory\Data\art\font.ttf

Put whatever font you want there, and name it font.ttf.

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.

Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: you.fail.me on March 27, 2014, 12:04:49 pm
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(
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dragoon209 on March 27, 2014, 01:41:03 pm
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(

   I took a bit a time to look around, and here is what I found out:

The Phoebus tileset utility is included with his tileset download.  Check the mediafire link on that forum post here: http://www.bay12forums.com/smf/index.php?topic=137096.0 (http://www.bay12forums.com/smf/index.php?topic=137096.0)

However, I'm not positive how it works yet, and it may be more difficult to get what you want (Spacefox with something else for a font) out of it than it would to just change it yourself.

Here is what I suggest:
For Windows:
download both tilesets, and extract them somewhere.  Doesn't matter where, we are going to delete them afterwards.
Open both tileset files in an image editing program that supports saving in a PNG file.  I suggest Paint.net (http://www.getpaint.net/ (http://www.getpaint.net/)).  The tilesets are in the following locations:
   -Phoebus: Extracted Directory\data\art\Phoebus_16x16.png
   -Spacefox: Extracted Directory\data\art\Spacefox_16x16.png
Once both are open, compare the two.  You will notice that the font is part of this file.  You will need to copy the items you want from one tileset to the other, and then save it as a PNG file.  Note that the spacing is VERY IMPORTANT, as dwarf fortress takes the tileset file and breaks it up internally into 16x16 pixel chunks.

Unfortunately, it isn't as easy as the directions might indicate... and there isn't an easy way for me to describe what you need to do.  I'll see if I can make the appropriate files for you, but no promises.  I encourage you to dive in and take a look for yourself!

Optimally, you will copy just the letters from another tileset, into the spacefox one.  Then, you will save your Franken-Tileset over top of your tileset in your 'Active' Dwarf Fortress game.  Make a Backup first!!  It will be in your data\art directory again. 

Good luck!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: you.fail.me on March 29, 2014, 11:11:17 am
Ok, as far as I understood I had just to copy 16x16 pixel chunks corresponding to letters from the tileset that I like. I've done right that, but the result turned out to be pretty unexpectable.
I've modified the Spacefox's tileset with the Jolly Bastion font and received such an image:
Spoiler (click to show/hide)
Seemed right to me, but when I run DF with that I get a strange and annoying highlighting of the text and general change of brightness.
Here is how does the DF look with the Spacefox's tileset:
Spoiler (click to show/hide)
And here is how does the DF look with font changes commited:
Spoiler (click to show/hide)
Another example of weird highlighting:
Spoiler (click to show/hide)
Why did it become brighter and what a heck is that highlighting? How do I fix it?
P.S. by the way, please, show me, which chunks correspond to stockpiles and farm plots, I liked Phoebus's version of those more and would like to replace those chunks.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dragoon209 on March 29, 2014, 12:32:09 pm
So as you may have noticed, png files are like bmp files, or jpeg files but without the compression.

Png also allows transparency, which is behind the letters in the phoebus and spacefox fonts, but not on the jolly bastion font.

The best way to fix it now is to take the tileset, use the eyedrop tool to select some of the surrounding darker background from another tile, and then fill the spaces near the letters.

dwarf fortress uses the tileset in an interesting way, kind of like a stained glass window. Since you don't have the darkened area around the letters, and other spaces used to represent the ground, they appear brighter than the surroundings, because they aren't darkening the color that is under it and shining through.

I'm not sure which tile is for the stockpile, but I know it is on the wiki! Let me know if you have trouble finding it. I can look later tonight.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: you.fail.me on March 29, 2014, 12:45:29 pm
In fact, I've tried making the background for the font the same as for everything else:
Spoiler (click to show/hide)
but it didn't help(
And, any ideas about the general change of brightness? I didn't modify any tiles except letters, so why did it change? How can I fix it?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dragoon209 on March 29, 2014, 01:09:16 pm
Did you apply the jolly bastion tileset at some point? It comes with a tweaked colors.txt file, which is what tells the game what each of the colors in the game should be.

Jolly bastion makes these brighter versions of red, blue, green, etc.

Also, I can't remember if the top left of the tileset is totally clear on the default spacefox set, but it is on your nodded one.

Lastly, did you completely close and restart the game after changes? It caches the tiles during the game, and won't show changes.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: you.fail.me on March 29, 2014, 01:17:51 pm
The very first tile was clear, i.e. transparent. I think I know the cause of the highlighting — in Spacefox tileset the letters are white on transparent, but when I open it with paint they are shown just as white on white, how can I make my copied and pasted letters to be white on transparent?
I didn't modify anything except that *.png, no data files were changed.
I also didn't modify any tiles in the *.png except the letters, so why do I get general brightness change? Maybe, because I edit and save the *.png using paint and lose that transparency-related stuff? How do I fix it?
I'm educated enough to understand that I need to restart the program to see those changes so I was doing it on every step  ;)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dragoon209 on March 29, 2014, 01:42:07 pm
That white and white will do it!

Yes, regular windows paint will not save transparency data. You will need to use something like Paint.net like I recommended. It supports transparency as long as the source you are copying from also has it.

Regular windows paint has a bad habit of applying a white background to anything with transparency.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: moisesjns on March 30, 2014, 02:34:35 pm
PLEASE somebody help me. I want the Anikki tileset for Masterwork. YET nothing i do makes it so.

I cant stand playing with graphics. And the asc ii default is annoying to stare at.

Please i have done everything your suppose to as instructed by tileset repository Nothing i did was wrong its all correct the init the picture in ART. And yet nothing i do will get me the tileset i want. I even changed the ascii folder in graphics to anniki20x20.png and nothing is given
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: you.fail.me on April 01, 2014, 02:01:02 pm
Guys, need your help once again)
I've had some success in incorporating new font to this tileset but have some issues.
1) where are the dots and apostrophes in the *.png and how do I make them look correct? Have a look at the problem under the spoiler.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
2) Also, please, have a look at the "Dwarf Fortress" title on the top. Why is it so black? What can be done to fix it?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dragoon209 on April 02, 2014, 11:49:07 am
Check this link out: http://dwarffortresswiki.org/index.php/DF2012:Tilesets#What_tiles_are_used_for_what (http://dwarffortresswiki.org/index.php/DF2012:Tilesets#What_tiles_are_used_for_what)

That lists the row, and tile, and all they are used for.  Some of the stuff you are looking for is on Row 3.  I think the issue is they are blank (or very light) on your tileset, and they aren't showing up where you want them.  Since they ', ", and other symbols are used to represent the ground in some places, I think the Jolly Bastion Tileset removes them to give the ground a smoother look.  You may have to copy them back from another tileset.  Or, if you are feeling creative, make you own! 
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: you.fail.me on April 02, 2014, 11:53:17 am
Are those relations between tile coordinates and it's meaning constant for all the tilesets? Or it may vary if some modifications are implemented to data files?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dragoon209 on April 02, 2014, 12:00:48 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: you.fail.me on April 02, 2014, 12:09:24 pm
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.
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)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: eephyne on April 06, 2014, 02:26:02 pm
Hi.

I'm kind of new of df (even if I know it for some times now) and I wonder if the glitch I have with the graphic set Spacefox is normal or not.

Here exemple
with truetype enabled
http://eephyne.free.fr/df1.png (http://eephyne.free.fr/df1.png)
http://eephyne.free.fr/df2.png (http://eephyne.free.fr/df2.png)

with truetype disable
http://eephyne.free.fr/df3.png (http://eephyne.free.fr/df3.png)

I'm talking of the black tiles before the text when truetype is enabled. Is this normal and can I remove them ? I love the Spacefox theme but text without truetype is way too big for me.

Thanks in advance :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on April 06, 2014, 03:06:30 pm
@eephyne: We can call it a bug in DF. Easiest way to make it go away is to open data/init/colors.txt and change the definition of black to:
Code: [Select]
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
That way those rectangles will blend into the background.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: eephyne on April 06, 2014, 03:26:51 pm
OK but in that case it'll make some real black tile in the wrong color,  no?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Putnam on April 06, 2014, 05:48:55 pm
Nah, black is only used for backgrounds in vanilla; besides, graphics don't use the in-game color palette except for dwarves, usually.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Goncyn on June 12, 2014, 11:20:13 am
I love this work! Everything looks nicely clean and easy to identify.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on June 12, 2014, 07:25:48 pm
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  :))

You may be interested in the new Text will be Text plugin (http://www.bay12forums.com/smf/index.php?topic=138754), which allows you to set up a separate tileset for text to the rest of the tiles.  As of version 2.01 (2014-06-04), it also allows you to add an arbitrary number of additional tilesets, tiles from which can be set to override specific items or building tiles.  This functionally implements eternal suggestion #4 for full graphics support. 

I'm going to include this in the Starter Pack, and it would be great to have a 'pure text' version of your tileset that can be dropped in.  Most of the letters are already clear, but there's a few things like the quality symbols and any changed letters, numbers, and punctuation which are hopefully easy to include in a pure text tileset, and would make things a lot easier to read in cases where truetype doesn't work or has been disabled. 

Any further stuff like overrides would be awesome, but given the rate of updates (including recently a demo of allowing different tile width for the menu) you might not want to invest too much time just yet - but don't let anyone stop you if it look fun!  It's also probably a good way to deal with the whole walls-as-leaves thing that's going to come up in the new version, though that's still not so bad as the cursor/stairs/bins/'x' mixture. 

Please don't feel any pressure - I just thought it worth sharing with the people who have done the work to make pretty graphics happen already  :D
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Lurker28 on July 07, 2014, 06:13:18 pm
Is spacefox ever going to comeback and continue working on the tileset? This is by far my favorite tileset.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Lurker28 on July 07, 2014, 11:06:10 pm
Ended up having some fun and making a dog in the same style as spacefox: https://www.dropbox.com/s/fo5wp249mv2gwyo/Dwarves.png
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: cryzed on July 08, 2014, 04:43:00 pm
Is there anyone capable of updating this for the new Dwarf Fortress version? I'd absolutely love to use this, but Spacefox seems to be inactive.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Lurker28 on July 08, 2014, 05:02:37 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: cryzed on July 08, 2014, 05:57:25 pm
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!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: SalmonGod on July 08, 2014, 06:15:30 pm
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!

Here's what I was able to manage lastnight.  I'm not very experienced with this, but I compared the raw files for Spacefox and DF2014 and merged the Spacefox's tileset info into the DF2014 raws wherever I was able to identify it.  I've loaded up a fort and it seems to work, but consider it barely tested.

The multi-tile trees are the one glaring loophole in this manner of update.  They look like crap.  But here you go!  Hope no one minds me doing this without permission.  Also be aware that this includes my own preferred init settings, so you might want to check into them.

Mediafire link (https://www.mediafire.com/?1249c86dk8fd6r6)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheCoolSideofthePIllow on July 08, 2014, 08:35:45 pm
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.

Keep it up, looks awesome!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Lurker28 on July 09, 2014, 12:23:30 am
(http://i.imgur.com/iAayi5J.png)

Some additional progression from this evening.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: urpokarhu on July 09, 2014, 04:16:33 am
Awesome, I really like the graphical style (reminds me of the heroes the loot which is nice android game)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheCoolSideofthePIllow on July 09, 2014, 08:02:09 pm
Lurker: Think you could make leaf, root, flower, and movement/attack arrow bits? That's really all I've seen that was new in terms of tiles.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: SalmonGod on July 10, 2014, 07:51:53 pm
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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on July 10, 2014, 08:07:39 pm
What's involved in the update?  I ask because the starter pack is going up with 40_02 and five graphics packs for 40_01, which seemed to work OK in quick testing...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: int_ua on July 11, 2014, 01:40:10 pm
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?

Thanks, but there are two major problems.
1. Had to manually pick relevant parts to move them to Linux version. Didn't like placing the whole game in the archive. It makes life easier for some, that's true, but still. Plus this way you've got more chances to spread malware. I don't believe you want it, but it may be even unintentional.
2. The tileset not really consistent in 40.02, needs modifications. Somehow even "," on the ground were not working right (easily fixed by disabling them).

EDIT: second one is fixed by regenerating the world, sorry.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: int_ua on July 11, 2014, 01:47:55 pm
And there also were three problems with old 34.11 version that I've had to fix myself:
1. Superior quality was hardly distinguashable from Masterwork, copied the smaller asterisk from Phoebus.
2. It was really uncomfortable with a coffin instead of zero, I had to drew it back.
3. The sand tiles were hard to notice, I've repainted them by placing several (~10) single pixels on random places over clear tile.

Spoiler (click to show/hide)

I hope they will be taken care of by whoever will take care of this marvelous set.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheCoolSideofthePIllow on July 11, 2014, 05:04:19 pm
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?

The only problems I have noticed are the directional indicators not being the correct tile. They show up as minecart tracks for diagonals and stairs for N/S/E/W, but the vanilla graphics use what look like ramp tiles for all directions.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Hippoman on July 13, 2014, 10:05:17 pm
Not bad, not bad at all. If the almighty Ironhand likes it, you know you've done well.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Rexor on July 14, 2014, 02:15:39 am
(http://i.imgur.com/iAayi5J.png)

Some additional progression from this evening.

If you end up releasing a graphics set, could you perhaps release sets that are scaled 1.5x and 2.0x etc.? Most graphics sets tend to look extremely small when using very large resolutions. My eyes aren't that bad, but often it's hard to see dwarves' (or goblins') professions at a glance.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: poncheman on July 14, 2014, 10:35:19 pm
Lurker, where did you get those goblins? I can't seem to find them anywhere inside Spacefox's tileset ):
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Lurker28 on July 15, 2014, 01:28:45 am
They are found within the thread. I've also created some of my own.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: poncheman on July 17, 2014, 02:48:29 am
Thanks a lot :)

Here's my take on Spacefox's.

(http://i.imgur.com/8ng4m7k.png)


Going totally for a more personal approach on this as I practice pixel art, just trying to give a more realistic look to it.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheCoolSideofthePIllow on July 20, 2014, 06:09:59 pm
Can someone post a stand-alone that works with .40+?

They should all still work from .40 and each little bug fix right? I am not sure if they require memory offsets or what.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: SalmonGod on July 20, 2014, 07:02:26 pm
I'll see about doing that sometime soon.  I should have done that from the beginning.

I was thinking about looking into the problems listed before with the version I posted before continuing with any more, but I'm still also thinking about taking a shot at my own tileset.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: backlands on July 29, 2014, 02:32:34 pm
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...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on July 29, 2014, 03:16:59 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: backlands on July 29, 2014, 06:50:06 pm
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.

You are the best! Were these links previously posted in here? I was looking through the thread during my lunch break and didn't find those.

~Backlands~
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Joist on August 01, 2014, 07:42:16 pm
Thanks for the raw updates Fricy.

I took the stripped down non-pre-installed Spacefox Afro pack from the MacNewbie Pack and tweaked it a little for personal preferences.

Changed the "O","o","0" back to normal, rotated the stools to they cap bridges properly, added a "trunk" tile similar to the Phoebus one and swapped the minecart tracks for the Phoebus version so that trees properly look like trees now.

Here it is if anyone wants it : LINK (https://dl.dropboxusercontent.com/u/42738960/Spacefox%20Afro%20Tweaked.zip)

Just extract it into a blank 40.05 install and replace all the stuff.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on August 02, 2014, 01:49:01 am
/snip

Cool, I'll take a look.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Joist on August 04, 2014, 08:19:29 pm
Updated my "Tweaked" pack for 40.06 based off the version loaded with the DF Starter Pack. Should work fine, just extract it into the df directory and overwrite everything.

Spacefox Afro Tweaked 40.06v3 (http://bit.ly/1pDdYV1)

EDIT: I added [STRICT_POPULATION_CAP] to d_init.txt, not sure if leaving it out still breaks migration but if you're having no migrants that's why.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 06, 2014, 04:41:39 pm
What is with all the .DS_Store in your packs? Neither the base game or the Lazynewbpack has them/ that many of them.

Plus you didn't add all the changes from 40.06, according to this post.

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 didn't notice any of those changes in the spacefox version in lazynewbpack or your newest pack. While Phoebus and ironhands packs both had the changes, from what I could tell. I'm more interested in what those .Ds_store files are about though. They seem to be from you using a mac os. I guess the .DS_Store files can just be deleted. Also would 244 for the leaves and 255 for the branches not be better than the '#' and ';' currently used?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Joist on August 06, 2014, 08:54:48 pm
Sorry, still new at this. The .DS_Store files should be gone now, IIRC they're just hidden index files on macs.

I pulled a version from a popular "newbie" pack to tweak so that I wouldn't have to deal with the raws, I guess I just assumed that they'd be updated fine.

I'll play with the trees a bit now and see how they look.

edit: OK, lesson learned, don't try to update the raw files by hand, just overwrite them.

edit: Still broken

edit: OK, there were way more different files than mentioned in that reddit post, I'm just going to trust the MacNewbie pack here because Fricy seems to be on top of things and make a few tweaks to that.


Working link to 40.06 Spacefox standalone (https://dl.dropboxusercontent.com/u/42738960/SpaceFox%20Afro%20MacNewbie%20Standalone.zip)

PS: Those twigs do look better
Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 06, 2014, 10:11:25 pm
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 those twigs definitely look better.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Joist on August 06, 2014, 10:52:16 pm
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.

The only difference is a few minor, "personal choice" changes, they've mostly been incorporated into MacNewbie but there's still differences with the Windows and Linux newbie packs.

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.

Oh, really? Hmm.

OK, diff'd df05 with df06 and merged into spacefox05 and I think I'm there. Diff'ing spcaefox06 with df06 gives a bunch of tile changes and what I think are a couple of "fixes" (mussel blood and cookable quarry bush leaves).

See what you think : LINK (https://dl.dropboxusercontent.com/u/42738960/Spacefox-40.06-maybe.zip)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 06, 2014, 11:18:43 pm
creature_small_ocean and plant_standard still have a few problems. Other than that is looks good.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Joist on August 06, 2014, 11:24:45 pm
Those are the "fixes" I was talking about. As far as I can tell there's reasons for them being there and I'm hesitant to touch them.

LINK to working 40.06 Spacefox standalone (http://bit.ly/1moaMJ6) : Just extract into a clean DF40.06 install and replace everything.

Thanks for the help LeoCean.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 06, 2014, 11:27:59 pm
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. Ds_store files in the latest one, 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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Joist on August 07, 2014, 12:01:02 am
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

Haha, everyone has a selfish reason :P I wouldn't be trying to keep Spacefox up to date if I didn't use it ;)

Should be perfect now : Spacefox Afro Tweaked Standalone 0.40.06v5 (https://dl.dropboxusercontent.com/u/42738960/Spacefox-Afro-Tweaked-40.06v5.zip)

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.

I haven't found a good solution, most programs don't handle transparency editing well. I've been blocking out tiles in paintbrush (http://paintbrush.sourceforge.net/) and then copying each tile into the tileset using pixlr (https://pixlr.com/editor/)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 07, 2014, 12:15:39 am
Ah my bad I forgot to say that you'd need to replace the other language files if you replaced the language_words file, so dwarfs, humans, elf, goblins, sym all need to be copied. Idk how I forgot about it when I saw you did just copy the language_words file.  :o

Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Joist on August 07, 2014, 12:24:24 am
Aren't they already just duplicates? Or is my diff program faulty?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 07, 2014, 12:32:07 am
Opps, I must have clicked the wrong one when I looked... They are the same.. Could be why I didn't notice there wasn't a difference and then when I looked again I used the wrong folder.  :'(.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Diton on August 07, 2014, 06:54:44 am
Any chance anyone feels like making a set of overrides like the ones meph did (http://imgur.com/ZXBhkqz) that's a bit more consistent with the spacefox style?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on August 07, 2014, 07:58:45 am
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
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Joist on August 07, 2014, 08:47:35 am
Any reason for leaving out the afro-goblins in favour of the phoebus goblins?
For future reference: https://github.com/fricy/Spacefox

No reason other than I've never seen them before.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 07, 2014, 01:31:35 pm
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

It's hard to notice what the goblins in the afro pack are compared to the phoebus ones. That's why I switch them out for the phoebus ones anyway.

Seems the graphics files are a little out of date to, phoebus pack has updated certain animals which aren't in spacefox's pack.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Joist on August 10, 2014, 08:06:29 pm
Fricy already updated it for 40.07, great job!

For standalone installation go to the Spacefox github page (https://github.com/fricy/Spacefox), select "Download ZIP", then extract it into a clean 40.07 install and replace everything.

edit: Actually, that's a pain. Github must zip it's files strangely because the normal practise isn't working.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 10, 2014, 09:01:33 pm

Updated credits, if I missed someone just point it out and I'll add them. *Updated to 0_40_09v1 Added a Yor version + 2 twbt versions

Spacefox LeoCean 0.40.14/15/16 (https://www.dropbox.com/sh/2hr4yrxhilojdlu/AACO0eo8dkGQxQvkQi6_h9iza)

Spacefox 0.40.14/15/16 twbt (https://www.dropbox.com/sh/fm5pu3129fxihu6/AADqW_LsvzZ-RTa55FTodEkQa?dl=0)  Lazynewbpack doesn't transfer overides.txt to the main Dwarf Fortress 0.40.0#\data\init folder so you have to manually move that. It may now.

Overrides v003, Next gen compatible 40.10+ (https://www.dropbox.com/sh/wbnkz8h0205njdj/AABJUDEJbn9dPEbdaZWkwATQa?dl=0)
Included in twbt version also. Mainly spacefox compatible but most overrides will work regardless, the roots are the main ones that won't be compatible.  But still shouldn't bring up any errors when they don't work.

Or this https://github.com/fricy/Spacefox/tree/master Most up to date version 40.19+ updated by fricy.


Spoiler: Overrides Example (click to show/hide)



It is recommended that you create your worlds with the non twbt version as the twbt version does use text tiles instead of the graphics tiles on the embark screens + there's more weird looking graphical things (see for yourself). (May be fixed in future versions. Also the willow tree will be moved back to tile 244 instead of 5 in the next version, it's just to much of a bother right now to update 4 versions once again (there's a few files that'd need to change for it to work right) for now you will see the leaves tile instead of willow trees as marshlands on embark screen. Hardly a big deal but it'll be changed and of course water tiles hopefully. Idk when that update will be. Depends if there's other bugs or not.


Spoiler:  Changelog (click to show/hide)

Spoiler: Credits and Thanks (click to show/hide)

Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Xerberus on August 18, 2014, 08:29:22 pm
as always, big thanks for updating this tileset :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: int_ua on August 19, 2014, 06:28:36 am
Thanks a lot, LeoCean.

Bug reports:
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 19, 2014, 03:08:39 pm
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.

1) They seem to be using tile 13 which is the leaf, screenshot of them using  amulet graphic? Or maybe you mean when they are still just plants in which case they are actually slightly different than the amulet symbol.

Yeah see the thing is df uses tile 42 for these things=  Ore*, glowing pits, superior quality tags, key reference, working gear assembly, gem floodgate, Lignite*, chestnut fruit, other fruits and flowers, moving armies on quick travel map and Idk if mephs overide will work yet without the plugin from dfhack. I could make that symbol smaller but when you work with 16x16 pixel images making things smaller unless by you redraw them makes them weird. http://dwarffortresswiki.org/index.php/DF2014:Tilesets will show you what the tiles do by default from the .exe. Some of it is changeable though.

2) Is that actually a clear sky? I just used the default one that dwarf fortress uses as I think it was the old one to.
3) It'd help knowing which symbol was the masterwork or superior quality and if another graphics pack showed the same difference. Or upload that save for me and I'll check all that. I see now.
4) I could see if it is fixable if I had the save file, idk if this is an issue to do with dwarf fortress though as it could be something in the exe and not in the texts. Either screenshot or savefile would be needed to test that.
5) Why would you want the previous level tiles? Now you can actually see the lower ground at the color the lower ground actually is instead of different colors. I can make a special version for you for that one if you want but as default I'd like to keep the see through one.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Xerberus on August 19, 2014, 03:18:48 pm
hey leocean, afro has released a new version of high graphic pack in which are a bunch of new creature graphics in the spacefox style. those would be perfect replacements for the phoebus ones which are currently in the updated spacefox versions :3.

i hope dfhack gets updated soon, i am especially looking forward to rendermax.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 19, 2014, 03:40:52 pm
Nice thanks I've been waiting for that. Is that afro guy spacefox?

Anyways is this a better symbol for superoior quality? (http://s7.directupload.net/images/140819/5oya4jt9.png) (http://www.directupload.net)

or this one (http://s7.directupload.net/images/140819/ltpnrjq3.png) (http://www.directupload.net)

Hmm mind giving me a link the only way I had was the lazynewbpack Found it :P. Hmm looking at those walls I think I'm gonna try something to make the parts of them that don't look like they are there, there.

All I did to make the z levels see throughish was switch the old water graphics to the bottom and since it made it pretty see through I stuck with it..  Seeds, micro-vermin, open space, terrain at lower elevation, plants at lower elevation.  is what that tile has for uses. I really do need to make sure that seeds aren't see through. Though Idk if the older graphic would have been see through with seeds anyways.

Problem is the afro critters don't have a death version of them or a zombie version like phoebus ones do.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: int_ua on August 19, 2014, 06:00:23 pm
3) Wow, that's much better, thanks ^_^ The first one.
I just remembered that I copied Superior from Phoebus before.

1) (http://i.imgur.com/OyRq5PB.png) Am I doing something wrong?

5) I've found that it's also part of the main tileset image after replacing it with the old one. It's just more comfortable for me to distinguish levels quickly as I frequently have problems searching for something on multiple levels aboveground. http://imgur.com/WRd6ApQ

4) IIRC, it had cages already http://dffd.wimbli.com/file.php?id=9416 (but it was saved with previous version, 0.40.08)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 19, 2014, 09:42:48 pm
Hmm that save file isn't from my version of spacefox did you get that from the lazynewbpack in prior versions? I did notice that the shrub in my pack for sweet pod is actually that amulet one like you said but the shrub in the save is tile 58 so I don't know how you got that. Or maybe that isn't the one you had that problem with.

Why in the world are they showing up as g in the cages... If I install phoebus 40_08 they work fine..(They really should look like the icon from the raws/graphics not the tileset. This has to be a dwarf fortress thing as they look the same as the ones from phoebus version) Ok so it wasn't my file that was doing that thank god. I tested my 40_08 dropbox version on it and the goblins showed up with a similar image to the phoebus ones. I guess my language file changes didn't break the saves.... Opps they should have....

Spoiler: Big image (click to show/hide)

Luckily this save has provided me with stuff I do need to update though ( { for one ), I'll probably have it updated sometime on wednesday there's nothing breaking the game so it should be liveable. You should be able to update that to 0.40.09 no problem and the goblins should be like in the screenshot. I'm pretty sure fricy used my texts for 40.09 if not just dl the first link on the bottom of the 9th page where I posted the links.

Can you screenshot the tileset you are using or is that , from a older one because there's no way it's possibly from mine.

Spoiler: Your example (click to show/hide)

Idk what version of spacefox your save was made with it's different than fricy's 40_08 or maybe you made your own version? Phoebus also seems to use the see through tile so that the tiles below look the same. With Twbt you will see z layers beneath it if you have it on so.. Anyways 2 more creatures that need images..
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Xerberus on August 19, 2014, 09:49:56 pm
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.

i mean c'mon, this looks just great:

(http://i.imgur.com/7lwSHb7.png)

http://www.bay12forums.com/smf/index.php?topic=138754.0

EDIT: source of this image is the masterwork DF mod.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on August 19, 2014, 11:46:25 pm
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.

TwbT is out for 40_08 with dfhack-r2, if you're going that way.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 20, 2014, 01:45:17 am
Yeah I saw that earlier. I'll look into it for 40_08 (just so that when 40_09 df hack + Twbt gets updated it works right) I just hope it doesn't eat to much of the day :P

Did mifki update it to allow Item Graphics + Multi-z-Levels + Dynamic Lighting active at the same time. I'd assume so anyways. That's what it included with masterwork df. Df hack is still a little buggy though so I've been holding off.

So anyone want to try their hand on a up/down stairway :D that isn't a huge X. I tried I failed.... That is 16x16 pixels. Or if any graphics set has it.. Hopefully once this works fricy won't include outdated tilesets :D. I could drop some of the phoebus stuff that I added but everything looks the same when they all have the same tiles.

Hmm don't wait up today for it, it'll be out by tomorrow at the latest. Was pretty busy today. I've got some updating for the plants to do... And to try and figure out how meph got actual goblins to appear in cages.. (that's not so important though)

Edit:Well I got the text will be text working and it looks pretty damn nice (fonts to), I just have to finish up the plants and I'll upload it. It's just very late so I'll do the plants in the morning, as long as dfhack isn't updated by the time I upload, we won't miss the second update of the lazynewbpack. Idk what to do with the sky tiles and chasm. I'm thinking of turning the sky tiles into the see through tile so it's continuous (well if there were something below it one level, I find it looks nice) if you are looking over a cliff (it's subject to change).
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Xerberus on August 20, 2014, 06:49:46 am
sweet, can't wait for it to catch up with 40.09.

i have no problem with up / down stairway being an "x", i am already so used to it. in my mind it is a 4-direction stairway (2 dashes / arrows for up direction and 2 directions for downwards). having an "x" as usual as the up/down s tairway is ok for me, i mean which would be the alternative?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Putnam on August 20, 2014, 10:41:24 pm
I always thought of the X as kind of being like >< but one tile.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 22, 2014, 10:46:50 pm
Finally got it updated after too many hours working on it and testing it.. If you don't use my tileset fricy it's going to look like poop (there's 4 to choose from, I can place an original spacefox tileset in it too if need be). Well without it, it already does since so much is missing without it. Enjoy it.

If you have any dislike any of the changes let me know. The grass is a little brighter than previously since I took phoebus's grass and made it lighter to match the lightness spacefox had but couldn't get it to be exactly the same without the tiles being completely noticeable. None of the plants should be trees anymore and there should be no trees within bigger trees (possibly the tropical ones will be the only ones in tall trees) I think I'll work on getting the water to not look better for the next version 0.40.10. You should be able to live with it for now. Changed the chasm and sky tiles. The 0.40.09 changes are in the 0.40.08 version it doesn't break anything since I left out the changes from dinit. ( I didn't want to update those txt files again  :'() Also if anything shows up that doesn't have a graphic and is using text instead of graphics let me know so I can fix it. Idk if I'll keep that A inside the farming tools or remove the farming tools from that version. In the twbt version the farming tools replaces A so that the workshop has a graphic. The stairs actually look differently then the bins now WOOT.



I also don't know if I'll be updating to afro's new 1.3 creature images yet. Phoebus's cover them better/more of them, they may not look spacefoxish but I've already got 4 versions going.. I also want to make an accelerated version (less meat types/leather types) just haven't got around to it yet, well I have but it turned out to only be 1 leather type and I wanted scales and other kinds included to, I did get wood types to work nicely (light/dark/fruit tree/other color types). Just a little to busy to fully figure that out with mephs masterwork files.

Hmm some reason I'm not getting it to work.... Sigh taking it down for now. I don't think twbt is in version 0.40.08 of the newbpack. I installed twbt into the pack before and it worked but now that version won't play anything but the twbt version without crashing and I can't get twbt to work correctly in the new version of it I installed. Plus I realized I didn't test embark and it looked like poop with twbt... I don't think that ones my fault.. But the non twbt version was a different kind of poop... I like to know my trees are trees. It may just not be possible without little trees showing up on top of the big trees...  :'( Ok it actually doesn't have twbt pluggin so I am not going crazy.  (I was watching a movie since the last update, just had a look at the dfhack plugin folder and it wasn't in there already. The twbt next generation file doesn't allow non twbt versions to be played without crashing the game.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Xerberus on August 23, 2014, 06:24:57 am
thx again leocean for your hard work, maybe if afro's graphic pack gets to 1.4 it will be complete in terms of missing creatures. i think his creature graphics suit spacefox graphic style perfectly.

love your improvements thus far and can't wait for the updated version :).
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 24, 2014, 06:45:45 pm
It should be fine now, there were no changes that affected graphic mods so 0.40.10 is 0.40.09 still. Links page 9 bottom of the page.

http://www.bay12forums.com/smf/index.php?topic=138754.0 Text will be text pluggin located here for 0.40.08, download v4.46 and just place it in dfhack\pluggins in Dwarf Fortress 40_08 Starter Pack r3. So Dwarf Fortress 40_08 Starter Pack r3\Dwarf Fortress 0.40.08\hack\plugins overwriting the mouse query.

No plants should be trees now and saplings look like saplings..+ the other stuff in the post above. The only issue was the trees didn't show any difference on the embark map. I thought the twbt problem was my fault. If you updated a save to 0.40.09 you may be able to transfer it back to 0.40.08 to play with twbt enhancements. (make a backup as that is a guess or just keep the old one in the 0.40.09 file all safe and sound) The lazynewbpack keeps backups of older versions in the 2nd post.

It is recommended that you create your worlds with the non twbt version as the twbt version does use text tiles instead of the graphics tiles on the embark screens + there's more weird looking graphical things (see for yourself). (May be fixed in future versions of twbt). Also the willow tree will be moved back to tile 244 instead of 5 in the next version, it's just to much of a bother right now to update 4 versions once again (there's a few files that'd need to change for it to work right) for now you will see the leaves tile instead of willow trees as marshlands on embark screen. Hardly a big deal but it'll be changed and of course water tiles hopefully. Idk when that update will be. Depends if there's other bugs or not.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Xerberus on August 25, 2014, 06:49:30 am
nice, thank you :).
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 26, 2014, 06:56:00 pm
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. I'm hoping they can make it so the embark screen doesn't use the text font but I'm not going to get rid of any text from that font (maybe the huge r thing on the bottom but nothing else, I'll probably have to edit some of those tiles since it does use the tiles from that instead)

(http://i167.photobucket.com/albums/u133/superradish/Phoebus_16x16.png) I like the water tiles in that one, (the one near the barrel at the bottom and mountain/rock at middle right/}) so I may use them and then add in a overide for a up/down stairs like that one has. Then overide branches and the likes for the twbt version too. I may make or find a custom bin but the big X serves a decent job for that. I was actually quite content with what I did with the up/down/bins symbol in the latest version then that guy popped up with that image.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: mifki on August 28, 2014, 05:27:08 pm
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.

I replied to you in my thread about using the text font.
Also I see some minor glitches myself, it started to happen in 0.40, but what I'm talking about doesn't actually affect anything, so I'm not sure you're talking about the same thing.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 29, 2014, 03:58:21 pm
So this is what I have so far... For water and up/down stairway. This isn't an update.

Spoiler: Comparison image (click to show/hide)

Not the best comparison but it does it's job. I like the phoebus water tiles the most compared to what we have at our disposal atm. Ironhand seems to use it and mayday uses the old graphic. I used his tileset merger thing to pick the brightest one, it's not perfect but it's better than what we have. :P

Anyways what do you think of the up/down stairs in that one? In the picture I didn't use the override to override the stairs graphic so that bins showed up as normal. I just copied it over it for the demonstration/ to see what the stairs looked like because I made a few versions before I felt that one was the right one. The one that guy made for the phoebus version was to "blurry when viewed" for my tastes and it was easy to see how he did it.

(http://s7.directupload.net/images/140829/a5sdwgj9.png) (http://www.directupload.net)

I've got to get a better tile 130 because that green plant looks way to much like a mushroom, it was made for one plant in particular but then used for others (to stop them from using trees). The tile before it idk if it's used atm, or if it was before in earlier versions. It's a nice mushroom. Though if we can override plants with twbt it'd be so sweet, I've got to ask mifki.

I kindof want to replace the upstair to though.

Spoiler: Upstairs differenace (click to show/hide)

Not sure which of the 2 new ones are better though, and I can't use either on the up/down stair anyways since that'd ruin it. I think I like the fuller one that goes to the edge and doesn't have that one space gap.


I say new but idk if it will be used.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on September 01, 2014, 08:15:09 pm
New tileset for twbt (no new downloads, image in first spoiler, it can be used in non twbt versions but The A is covered in the twbt version for now), I realized when I was testing on the new dfhack that the grass was to dark in some areas + now I've found what I want to use as water tiles. Basically the light grass + the light phoebus water tiles merged together to make a beautiful piece of art. I think so anyways. Fixed the door tile and added the new upstairs. I'll probably update the pack soon to at least override the branches that use minecart tracks and up/down stairs later on today. I've already done the stairs since someone posted the texts in the thread above/below but I still have to do the branches.

I'll probably try to do something with the sand tile that phoebus has in his set too, to make it fit this pack more, I don't really like those little dots that are currently used.

Just save as and make sure you save it as a png image. Take it to your art folder in dwarf fortress and rename it spacefox16x16
Spoiler (click to show/hide)

Or use this dropbox link. https://www.dropbox.com/s/r3057ostwysuf0v/Spacefox_16x16.png?dl=0

Water inaction.

Spoiler: 1 (click to show/hide)

Spoiler: 2 (click to show/hide)

Spoiler: 3 (click to show/hide)


I may change the water idk. I like it atm, but it may have left to little of a distinction between the 2 tiles.

Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: mifki on September 01, 2014, 08:42:08 pm
Looks nice, the only thing I don't like is the new up stairway, as seen on this image

Spoiler (click to show/hide)

I just don't see a reason for it to have that border.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on September 01, 2014, 09:10:18 pm
Yeah, it was just meant to define it more, plus since the original image leaves one pixel gap on the left side adding the border makes the stairs seem to stay even.. You'd have to look closely to actually notice that it leaves one space though.

(http://s14.directupload.net/images/140902/kbrv8y74.png) (http://www.directupload.net)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on September 03, 2014, 09:54:59 pm
Discontinued Yor version, and 40.08 twbt version. 40.10's twbt will stay up there till I replace it soon. It'll take awhile for dfhack to get updated so it doesn't matter atm.

Updated regular version to 0.40.11. Added all the changes but the stairs for now.

Updated to 40.11 twbt version. I'm actually making a overrides file so nothing new is in this one yet. I want to override the things that are easiest to override first. I will include the overridden stairs in this one + the new bar I want to use, *now updated. Just squeezing it out for dfhack 40.11 launch.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on September 14, 2014, 01:08:16 pm
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)

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.

Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: int_ua on September 14, 2014, 05:01:42 pm
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)

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.
Thanks again.
Example image didn't load unfortunately.
Are you planning on putting it under some version control so we could propose patches / help more easily? Github repo possibly? However AFAIK git is not the best choice for versioning binary files.

P.S. After moving to .40.12 trunk tiles are blank brown in my case. But I don't have time to dig it right now. Anyone else seeing it?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on September 14, 2014, 05:54:30 pm
Fricy has a git repo of my version, it was my bad on the example. I had forgot that dropbox only temporarily keeps those locations. It's not much of a example since it was mostly what I could get from embarking, and I had forgot bars. You can always open up the link then look in the art folder to view the tileset though.

https://github.com/fricy/DFgraphics

I do have to edit the thing I set as a flask though, I didn't realize it was a bag in phoebus or ironhand and people may think it's weird to drink from a bag in that version at least. It sort of makes sense for a waterskin though.

If fricy wants to make a git of the overrides he will, I don't have any plans for it. But it'd make it easier for people to contribute to it I suppose.

Idk what you mean by trunk tiles are blank brown? Are you talking about spacefox? I added a sort of version identifier, it's nearly blank.

Edit: updated to 40.12, since I edited a few tiles between 40.11 and now. Just noticed that I had left the file named as 40.09/10 twbt lol but it was updated to 40.11 anyways, I had updated that at the time that dfhack 40.11 released and forgot to update the name of it.

Edit 2: updated overrides to version 003

New Sand/ Clay tiles. It also shows the difference between the latest water tiles and the one before that in the farm plot. I wanted them to be simi visible, the youtube videos I've seen them in they looked pretty bad... I have edit the stone tiles to show better now too.

Spoiler: New sand/clay (click to show/hide)

Spoiler: Old sand/clay (click to show/hide)

Do note I haven't uploaded these yet, I've got to fix the bamboo grass tiles, and look into grass tiles on the current 40.12 version. There will be a 40.13 update sometime later today.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: machiosabre on September 17, 2014, 02:48:51 pm
I think I prefer the old ones. The dots are so cute.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on September 17, 2014, 02:53:18 pm
Ok I'll keep a version with them in there. Are you waiting for the 40.13 version to play on regular df and not with dfhack? I can make a 40.13 version quickly, though the 40.12 version will work anyways, I've just got to make some other changes to the pack which I'm doing atm since the stone walls don't really stand out much.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: machiosabre on September 18, 2014, 03:30:17 am
I'm just using this version with 40 13, works fine.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: dwarf_reform on September 18, 2014, 11:33:47 pm
Hnnnnnng, this pack is so great :( Why so many amazing DF packs? Wai!? :) This one is especially nice because the same ol' grisly dwarven hijinks happen even though the world looks like a happy Japanese game for 11 year olds :D

Its like witnessing an axe-murder in Animal Crossing..
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on September 19, 2014, 07:23:22 pm
Uploaded 40.13 twbt and regular versions.

 Twbt version includes the improved overrides. Standard version is different from before so if you do want the dot sands/ Gems you have to change the name in data\art to spacefox_16x16. Download links bottom of page 9. Would have liked to test the stones more but these ones should be good enough that you can tell them apart from the ground.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheDorf on September 24, 2014, 03:56:45 pm
Oh god, this is adorable! I'm so getting this! :D

Edit: Just noticed PE's LNP comes with this. I'll be playing with this from now on. Awesome work. :D
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Kaiji on October 24, 2014, 07:29:31 pm
What do I need to change to get roots to show up after installing Spacefox with the DF Starter Pack?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 25, 2014, 02:30:16 am
Well printmode needs to be set to TWBT but the starter pack doesn't include my overrides for some reason. Well they just don't include my overrides.txt in data/init..
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Kaiji on October 25, 2014, 01:06:02 pm
Sweet, got it working! Thanks LeoCean.  :D
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 25, 2014, 06:31:59 pm
I haven't actually got around to seeing the changes yet, just working on it now but even then I don't have any plans for immediately doing anything but updating to 40.14, likely till at least .15 or .16 as I am to interested in mushoku tensei at the moment..

Updated to 40.14, links on the bottom of page 9, both the twbt and non twbt version were updated to 40.14. Stepladders are the only things that do not work on 40.14 without a new game on a newly generated world as per the official changelog and since you can't actually entities to the text files without genning a new world (or they just won't appear) I have to concur.

*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. *

*Edit the only update I may provide is a stepladder for the stepladder as currently it is tile 158 which is a + crossroad. But that will likely be in 40.15 unless that is a long time away and in that case I may actually do more work on overrides.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on October 26, 2014, 04:48:27 am
*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.
If I may suggest is to make the two version more compatible with each other, so when turning twbt off in the launcher it falls back to vanilla without having to change the tileset as well...there's no easy launcher support for this at the moment. :( The problems I see at the moment is with letter 'A' 'O' 'o' (and perhaps the apostrophe '''), do you think these can be moved to overrides? I like the new numbers, perhaps 8 and 9 could changed to this? If this is not possible, than please rename the current 'twbt-only' version tileset to something else than Spacefox_16x16.png, it took me some time to realize that they are actually different versions of the same tileset.
Afaik the overrides on my repo and in my pack are correct, if there's a problem in the windows version that's out of my hands.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 26, 2014, 03:58:26 pm
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 won't be able to move " or , or certain ones that aren't used as buildings though, but the way I see it, phoebus doesn't either. So next patch I'll likely be able to give you want based on the limits phoebus has on that for non twbt hopefully.

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.

Yeah it wasn't you making the mistake, it was whoever was placing the stuff in the LNP windows version. It was more a rant on my part. But the twbt version only had the changelog for the overrides is why I mentioned that, the twbt and non twbt versions do share one changelog though. Also one of the tilesets shouldn't be there anymore as I switched over to making the phoebus version the main one, until people voice their complaints at least.  :o Oh nevermind you merged the twbt and regular versions I guess that's why that is there. I'll see what I can do with the twbt changes on the tilesheet though before 0.40.15 if it comes out in at least a week, the chapters of this manga are way to long...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Chimerat on October 26, 2014, 06:00:21 pm
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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 26, 2014, 06:31:53 pm
No I was lazy and just updated it through dropbox and didn't update the post and change the text in it, my bad. The changelog in the download would show 40.14 though.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Chimerat on October 26, 2014, 06:44:01 pm
Okay. Thank you. :)

EDIT: Hmm... Is there more to Text Will Be Text than to merge/replace the two files with the vanilla DF?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 26, 2014, 11:01:41 pm
It requires dfhack, and may need to be updated again. So it won't be ready for a few days at the earliest.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on October 27, 2014, 04:15:51 am
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Chimerat on October 27, 2014, 06:29:45 am
It requires dfhack
Ah, darn. I hadn't realized that. Thanks for letting me know.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 27, 2014, 02:02:36 pm
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.

Well it should be possible, Meph did it, I'd just have to ask him or figure it out myself. It shouldn't be hard anyways considering the knowledge I do have on overrides now.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Meph on October 27, 2014, 02:38:38 pm
I use Twbt for that... two tilesets, the graphical has only waves, no numbers, and the font tileset has numbers.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 27, 2014, 03:25:31 pm
You don't override them with the overrides? That's what I'd need if you have them. (just the text of course, the rest is easy)

Yeah I don't see anyway overrides would work for it, so the way fricy wants it being mergeable with the non twbt version is not possible because even if I changed the name of the twbt version there's nothing to set that tileset to turn on when a twbt option is on, it'd still have to be manual, in which case it'd be best just to have a twbt and non twbt version.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Meph on October 27, 2014, 04:45:27 pm
No, I dont override them.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on December 06, 2014, 02:09:26 am
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.
Download link (https://github.com/fricy/Spacefox/archive/40.19.zip)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on December 06, 2014, 03:55:52 am
Yeah I saw it earlier today when I saw dfhack was updated and saw your latest changes to it, I probably should have got off my butt and updated already but no one complained about it not being updated so I felt no rush and if they had it'd just be easy enough to give them your link.  :P  I was logging in everyday to see what was newly updated/ posted.

The only issue I had (that needed to be changed for 2d) was with the coffins, I didn't even think about twbt overrides with that, mainly cause phoebus has the coffin there in his tileset. (or I had but honestly after 40.15 and having not started on it I kept waiting for dfhack)

I'll get around to updating it and hopefully updating the workshop overrides (that you didn't add) eventually, not yet though. Kindof waiting to see what mifki is working on and a little bit of evolution in twbt.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Bearskie on December 07, 2014, 10:51:36 am
Really appreciate your work in updating this, Leocean. Spacefox's my favourite tileset because of the colour palette and pixel-cartoon graphics, it's either this or ASCII for me :D Looking forward to the .19 version!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on December 07, 2014, 05:14:16 pm
You can get them here for now I won't be updating it for awhile yet. https://github.com/fricy/Spacefox/tree/master
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: milo christiansen on December 25, 2014, 03:11:56 pm
Does this use the same raw/init mappings a Phoebus?
(I need to know so I know if I need to make a separate Rubble tileset addon for this tileset)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on December 25, 2014, 08:57:22 pm
No. Most of them are the same but others aren't. Various reasons for it, it doesn't really matter for the most part for the creatures I believe cause those tiles aren't actually used unless the graphics option is set to off, except for some of the creatures that don't have graphics like the fish which I actually believe most are different than phoebus because it was a hassle to change that to what they should have been. The changes in the init.txt file do matter however as the new 2014 (40.xx+) tree stuff is not the same.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: milo christiansen on December 26, 2014, 02:08:44 am
OK, I'll just have to generate separate tileset addons (and when I say generate, I mean it. Rubble automatically generates tileset addons for the most part) It'll just be a pain to have to maintain several separate addons....

EDIT: If I can find a ready to go 40.x version that is...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on December 26, 2014, 03:40:58 am
EDIT: If I can find a ready to go 40.x version that is...
Here you go. (https://github.com/fricy/Spacefox/releases)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: milo christiansen on December 26, 2014, 03:44:51 am
Wow, thanks!

Rubble users will be able to look forward to a Spacefox addon in the near future :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: BlackPaw on January 10, 2015, 06:14:14 am
I almost never thank people for their stuff I am using online... But this pack single handedly brought me back to the game... haven't played dwarf fortress for 3 years and I would always shy away at the idea of playing because of its gloomy/dark graphic packs... This mod brought life to the game IMO ...

Though i have suggestion - to redesign "some of your door graphics" - there are some that don't even look like door - they look like an inverted box of tetris pieces that have filled a screen (tile)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 10, 2015, 06:01:50 pm
There's 3 different doors in spacefox I think the stone door, the wood door and the metal door. Which one needs to be redesigned? (I'm thinking the metal one) It'd be best to provide a image so I can visualize the problem I'm kindof taking a break with no due date, I can upload a new main tileset file for fricy to add to the tilset though that's quick and easy to do.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on January 10, 2015, 08:15:08 pm
Yeah, the metal doors are kinda odd looking, I'm used to it since I've been spacefoxing it up for pretty much the entire time I've played now, but I can see how it would confuse the heck out of folks.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 12, 2015, 04:24:31 pm
Well you can change them to normal doors by going to  \data\init overrides.txt and changing

[OVERRIDE:240:B:DOOR:Door::3:198]#metal door
[OVERRIDE:240:I:DOOR:DOOR::3:198]#metal door

to 197.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: eNDer on January 24, 2015, 11:22:52 am
just got back to DF after a 4/5 year hiatus and this tileset looks really great! Keep up the good work LeoCean!!

Only wish I could get rid of that annoying shaded box 'bug' that appears before and after sentences...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 24, 2015, 03:14:59 pm
Idk what you mean however I have a clue what you mean. Did you get your version from the starterpack? Try taking a screenshot and upload it with which ever image host or http://en.directupload.net/ is a pretty quick tool to use. It shouldn't be hard to fix.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on January 24, 2015, 11:29:39 pm
I think that's a phoebus thing, I don't use the phoebus parts and don't have the shaded boxes (pretty sure they're used for ground tiles and replace the period/comma in that set and some others) myself.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 25, 2015, 12:14:19 am
I don't know I just downloaded the latest starter pack (it's tileset isn't that different from mine) and I don't see the black boxes, I know what they look like though because while testing things I did get them before.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: eNDer on January 25, 2015, 12:15:59 am
Thanks for the offer to take a look LeoCean!

I took 2 screenshots:
(http://fs2.directupload.net/images/150125/temp/vixozc4q.png) (http://www.directupload.net/file/d/3878/vixozc4q_png.htm)
(http://fs2.directupload.net/images/150125/temp/pvq4nj6x.png) (http://www.directupload.net/file/d/3878/pvq4nj6x_png.htm)

My normal game screen displays just fine and I don't have issues with my dwarves, items, walls etc. Its just the text

@Max: I tried using a fresh DF zip with spacefox copied over it and I still see the same boxes, so I don't think its phoebus.
Before I found this tileset i was using phoebus and it worked just fine, no shaded boxes at all
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 25, 2015, 12:54:39 am
I'll admit the pack isn't really friendly towards non df hack users. http://www.bay12forums.com/smf/index.php?topic=126076.0, is the starter pack it comes with a bunch of stuff but most of all dfhack and twbt which allows a different tileset for text so you won't get that graphics tileset stuff in your text.

It also allows you to see multiple z layers.

Spoiler (click to show/hide)

The starterpack should be updated to 40.24 soon..
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: eNDer on January 25, 2015, 01:11:10 am
According to DFHack's github page their update for 0.40.24 is released!
Giving it a shot and will post back. May help other folks in the future with the same issues
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on January 25, 2015, 03:14:23 am
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: eNDer on January 25, 2015, 03:49:44 am
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
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 25, 2015, 02:45:17 pm
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.

Oh sorry lol I meant this spacefox pack in just standard dwarf fortress because without the twbt text fixes it's a pain to read stuff. I didn't mean the starterpack. I'm pretty sure in my mind I wrote this pack but my fingers don't always agree. I'd say you don't actually need to use any of the dfhack options to find the starterpack useful.

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

You'd have to set the printmode to TWBT in init.ini for twbt to load, but mostly the starterpack is updated very soon after dfhack is updated it's just the test version's link hit it's download limit and it had some bugs so he didn't want to officially release it and get a bunch of reports. The new pack is up and you probably have it by now anyways.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 03, 2015, 10:22:09 am
I'm new with the game, and in this forum, and I'm about to ask a probably stupid question, but I can seem to find (I searched) a concise response to my doubt. Too much knowledge is assumed, and despite my reading, I haven't any  ;D. I assumed since this is spacefox related this is the place for my asking. Sorry if that's not the case.

Anyway, I'm about to start my first play with the Starter Pack and I've chosen spacefox. But, after reading about TWBT and entering to the customization tab I'm greeted with this:

Spoiler (click to show/hide)

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, 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?

I'm sorry, but I'm really confused with this. I've been even looking at some YT tutorials (CaptnDuck and Das) but they got briefly through this menus and don't explain what or why....

Anyway, Thank you for the work :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on May 03, 2015, 01:41:24 pm
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.
Quote
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 03, 2015, 02:34:15 pm
Thanks fricy :).

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
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on May 03, 2015, 07:42:29 pm
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

Overrides are usually not valid tilesets - but they still show up here becuase it's the best way to manage the files.  @fricy:  next version of PyLNP will install but not show tilesets starting with an underscore, specifically to fix this issue.

Things with "text" are for FONT.  Most with "twbt" are also for FONT, but some are overrides.

The remainder will be variations of the graphics tiles, with different walls/tracks/styles/whatever.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 04, 2015, 03:55:45 am
Thank you PeridexisErrant  :), that makes things a lot clearer. I was correct then, the override file is used no matter what.

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. With a game this big I guess is inevitable to assume certain knowledge from the players. Anyway there are lots of tutorials and videos for new players perfect to begin to play... unless you're like me, I guess, and need to know (even when you don't have the previous knowledge necessary to understand what's going on).

Thank you very much to both of you :)

[Edit]: To change the correct number, there are 3 (4 with the default one) to choose from, the second Phoebustrack version is a _twbt
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 04, 2015, 05:55:03 pm
The only difference is minerals/gems and the tracks. Because I like some of the phoebus stuff but just because I like something doesn't mean I shouldn't include the old stuff people are use to right? I did get rid of some things I didn't think were good anymore though and fricy also changed it a bit but it's ever evolving and also intended.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 05, 2015, 03:15:27 am
Yeah, I imagine is a pretty hard job maintaining a tileset like this and try to balance what you like and what other people likes :). I understand this is a constantly evolving game and besides seems like TWBT is "game changing" thing so things are constantly changing. Now that I have all the information I can begin my journey through the game.... with the default settings for the tileset ;D. If time permits may even try my hand at doing some creatures or objects "spacefox style" since it seems it uses the creatures and most objects from other tilesets (mostly phoebus as it seems pretty complete in that regard, apart from afro's goblins and elves that seem to be "spacefox style") right?

Anyway, thank you all for the answers and the work you're doing :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Clatch on May 09, 2015, 02:28:55 am
I recently loaded this tileset to see what it was about.  I didn't think much of it at first, but after loading it I discovered several things I hadn't noticed going on in my fort.  The tiles are really easy to understand.  Spacefox is growing on me.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: weltall on May 19, 2015, 11:38:36 am
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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: NullForceOmega on May 19, 2015, 11:54:25 am
Wait a second...  Who stole my ride?!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: weltall on May 19, 2015, 12:02:59 pm
Wait a second...  Who stole my ride?!

Me, 16 years ago :p ... although in a way I did not steal it. I am the ride. Confusing stuff.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on May 19, 2015, 12:12:29 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: weltall on May 19, 2015, 12:26:27 pm
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.

Thank you so much for the reply fricy! I am lucky you saw the question so fast. Your work is fantastic from at least different pictures I have seen on the thread. I have replaced "Game Folder\Dwarf Fortress\data\art\Font.png" with your Spacefox_16x16_text.png and "Game Folder\MasterworkDwarfFortress\graphics\Spacefox\data\art\Phoebus_16x16.png with your Spacefox_16x16.png. At least these looked the equals to your changes and cleaning. Of course I have renamed the originals in case I messed up. Should I revert these two to the original?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on May 19, 2015, 01:25:12 pm
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)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: weltall on May 19, 2015, 03:33:28 pm
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)

Thank again for the help fricy. Ok I merged them with spacefox's part placed under the Masterwork's part. http://www.pastebin.ca/3005771

I am not fully understanding what exactly each does but it feels your cleaned out will have numbers as numbers and icons as icons. I am not sure if the tombstone will now be a 0, but if it's just that, I will manually replace only that. Although I am guessing overrides are there to use icons when should be used? Either way I love your modded ones. If all goes well and numbers and icons are there, the only I might replace is the dirt because I liked the simple and clean dotted one, but I ahve to first see how the smoothed out one looks. Soon I will be able to actually install and test it out.

I want also to ask; What are the Twbt merged versions in github's art folder? I am guessing they along with all the non memrged ones are for 40+ DF?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on May 19, 2015, 08:37:08 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 20, 2015, 06:53:50 am
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.

Yep, after playing the game a bit more (tinkering with the graphics, more than anything) I begun to understand it a bit more. The other big graphic packs don't have as much variations of the basic tileset as this one, so I was really confused. The starter pack really does help though, and the changes you're implementing will make it even easier. It's just if you're a "tinkerer" that it's a bit confusing at first.

I feel Leocean's "pain" though, maintaining a pack and having to balance what he likes and what others like (what, I guess, lead to that many variations of the tileset). In the end, instead of playing more I begun to draw some new tiles for Spacefox to suit my taste and after enjoying myself too much for a few hours I begun to play with the idea to design a completely new 24x tileset (I play on a 27" monitor @ 1920x1200), and have to fight with my own tastes to decide between variations of the tiles (I have 5 versions for the walls, for example).

 I know almost nothing about the inner working of the game though and the more I read about colors, hard coded tiles, twbt, etc the more complicated it seems, so I'm mostly scribbling some tiles here and there as I feel like, leaving the innards for when I have something more or less complete.

This game sure hooks people in mysterious ways :D
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 20, 2015, 07:25:47 pm
There's a 24x24 spacefox original set somewhere. However if you use the starter pack you can use  twbt tilesize 24 24 in one of the dfhack.init files. Spacefox scales up pretty well compared to the other sets using that. I myself was going to create a different wall type but I'm to lazy to do it before the next version comes out...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 21, 2015, 06:56:47 am
Thanks, I found that 24x spacefox through the forums (and a 24x phoebus too). It's true it scales pretty well thanks to it's cartoony style, but it'd need a lot of clean up to keep it crisp.

However, when I said I wanted to make a new 24x tileset, I wasn't talking about "porting" spacefox to a bigger size, but making a completely new and original 24x tileset (and that tileset is the one that has 5 possible walls variations I have to choose from). Yeah, a bit crazy since I've never done pixel art and I'm a newcomer to playing DF.

With spacefox I just wanted to change some tiles to maintain a bit more consistency (kind of what you did with the plants) and give it it's own tiles where it still uses some from other packs. And the walls :D, don't know why but I wanted to change the walls. I intend to do this mainly for me to play, and if anyone likes them maybe you could add another variation tileset like the ones there with the phoebus tracks and so on. I intended to do that as well with animals, objects, creatures, to complete the set. But now that I decided to go for the new tileset I don't know if I'll do that in the short term. I'll complete the basic spacefox tileset though (because I like playing with it, and the other one is a long way till I finish it) then we'll see about the graphic pack.

Some examples of what I have done with spacefox:

These are the tiles I have changed
Spoiler (click to show/hide)

These are some wall variations
Spoiler (click to show/hide)

Some different variations for the tiles I've changed (this image is at 2x size)
Spoiler (click to show/hide)

And this is how it looks "in game", well, sort of because I used DwarfMockup for this and it doesn't use spacefox colors and the walls look a bit wonky but still...
Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 21, 2015, 08:27:06 am
Damn those walls are so sexy in that last image. Yeah I understood you wanted to make a new set, I was just mentioning it. We can never have to many good sets out there :P Especially ones that are over 18x18 pixels. Your walls are probably 24x24 aren't they, which sucks for the 16x16 set. :'(
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 21, 2015, 09:36:33 am
 ;D nope, that walls you just saw are 16x16 , those I made them specifically for spacefox (all those tiles in fact). If you like them I can send you the tileset with those walls (you mean the ones in the last capture, right? because I made 3 types of walls for spacefox).

The walls I have atm for my 24px tiles are these (an imgur album, there are 5 images and don't want to hijack the spacefox thread):

Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 21, 2015, 02:22:08 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 21, 2015, 03:13:44 pm
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
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 21, 2015, 06:19:42 pm
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.

Yep, those walls in the mockup are 16x16 :), as are all those tiles (the doors, the crown, the hatch, etc).

 Well, now I can see what you mean by turning it into starcraft, lol. However, the leiv motif or the design decision behind my new 24x tileset is that I decided that I want to base all the design in the dwarven architecture from the lotr movies, straigh lines, squares, octagonal shapes, big blocks..... I loved what they did with the dwarfs in the hobbit (design wise, the rest is debatable). They gave them a unique personality as a race and that kind of design is what I want to transmit to a complete graphic pack for dwarf fortress, though being unique. I love the cartoony look of spacefox though,and how well it makes the dwarfs readable so being my first time with pixels we'll see how it goes if I can mix a bit of both  ::).



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

Did...did you translate my nickname from spanish to english?  ;D, whenever I have to explain it to english speaking people I have to use words like Illustrationist or Cartoonator.

Thanks Platinum Dragon ;), you made my day there.

Are you talking about the 1st walls in the imgur album? yeah, I made all those at 24px for my future set but as I finished the 1st ones I also thought they'll suit spacefox too. Perhaps they're a bit "high" on the angle, almost isometric and can look forced, don't you think?

Haha, I'm glad you liked my portfolio. I really should update it.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 21, 2015, 06:49:30 pm
Oh yeah, some might not like it but I've always been a big fan of portraying depth in 2D tiles. My favorite way to do it is something like this, where the walls slant downwards and you can see the south, west and east faces simultaneously:

Spoiler (click to show/hide)

But now that I think about it, the perspective would probably clash with the flat stone textures and trunks. I might wanna try something more flat like other tilesets.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 21, 2015, 07:08:48 pm
Well, that looks gorgeous!.  I don't think it'll clash that much.  It's almost a top down perspective thanks to the thinner top of the walls.  Perhaps a little less "height" in the southern part of the tiles (so moving down the blue top or making it wider) and you're  done. I honestly think it looks fantastic.  Terrific color palette you have there.  A fantastic contrast play throughout all your graphic pack.

And yeah I like me some perspective too.  That's one of the things I liked about spacefox, and one I wanted to emphasize with some new tiles I felt need it.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on May 21, 2015, 07:42:53 pm
I'm not a fan of those walls (Escher enough to give me a headache), but the tree trunks are beautiful!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 21, 2015, 08:22:50 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Clatch on May 21, 2015, 11:53:28 pm
If I had the inclination and talent, I'd like to do a top down slightly slanted dwarf pack to match the same perspective as the walls and other items.  By I understand the flat view gives a more directionless impression as the mobs move across the screen.  But with the advent of TWBT, why paint the world flat?  In any case, I just prefer a consistent perspective myself -- no matter what it is. 
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 22, 2015, 03:33:47 am
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.

Haha, there will always be disagreement ;) not everyone has the same taste so, in the end you'll have to do what you're comfortable doing. Besides, perspective on the walls is a pretty important decision as it will influence everything (or that's how I see it). Depending on the walls having more or less perspective, the rest of the (the ones you can change, anyway, things like coffers, chests, etc)  will have to follow that guide more or less or it will clash a lot. That's why 'm struggling with my walls atm.

Anyway, you're right, I guess I should open a new thread to keep my new set separated from what I do for spacefox, ask questions (I have a lot), and keep track of my progress. By the way in the gemset thread you answered one of the questions I have, and that is if it's at all possible with twbt to make different tiles for different materials (for example 3 doors depending of material, wood, stone or metal) and so on. I'd like to do that as much as I can
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 22, 2015, 07:13:47 am
I've ported the "3D" 24px wall to 16px to see how it looks in spacefox. It needs more contrast. Hard to judge the final effect with DwarfMockup though, since it doesn't have an option to change the color sets to use the spacefox one.

Spoiler (click to show/hide)

And another set of walls, really don't know what to use myself between these three types...

Spoiler (click to show/hide)


[Edit] To add another set, the last one, I promise :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 22, 2015, 08:29:04 pm
You mean those and this one
Spoiler (click to show/hide)
?

In the tileset are those 2 walls above actually the same wall? Or 2 different ones? I can't tell from that image, just the difference in the engravings. Still look sweet.

I like them both, can't really say which I like more. At the very least just seeing them I know it's going to turn out awesome. The walls at least.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 23, 2015, 03:17:26 am
Yesp, those are the three walls I have for spacefox. Here's an Image with the three side by side to better compare them.

Spoiler (click to show/hide)

I like them all. Perhaps #3 is the most similar to what spacefox has now. But I honestly can't choose between them :D

And yes, those two are the same wall, that was to illustrate what my intention was in the beginning, to have the first as a normal constructed/smooth wall and the second as the engraved version. I used the same colors (transparency and all) as the original spacefox wall, but it didn't turn out well because yeah, the semitransparent engravings show the background color (I get that's how it works in DF as well), thus appearing also in the normal constructed wall, and darker when I actually intended the engravings to be lighter. Perhaps with an overwrite for the walls, to show the engraved version JUST when you actually engrave the walls?.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 23, 2015, 03:38:12 am
Out of the three, I think #2 looks the best. #1 is too noisy from a distance and #3 is a little too plain. I know the focus of Spacefox is on graphical clarity, but with the low contrast I think you could pull off a design like #2.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 23, 2015, 04:01:51 am
I was also leaning a bit to #2 (although I also like #1). #1 is almost the original spacefox wall but with that crenelation in the middle, but perhaps you're right and the engravings make them excesively noisy. You can just do so much with 16 pixels. #3 was my form to convey the simplicity of the original spacefox walls with a bit more perspective. #2 is perhaps the best compromise, I actually really like how that turned out (as they were originaly intended for my 24x set). They give the walls a soft and heavy 3d look perfect for spacefox imho, and look as if they can be made out of rock, giant gem blocks... or jelly ;D. Until I actually see it in game I canˇt be sure but I'm pretty sure it needs a bit more contrast, I picked the colors from the original spacefox wall to maintain the feel but from DwarfMockup it seems it needs a bit more difference between planes.

 I guess whatever walls Leocean and people like the most. I have them done and tiled so I can throw a tileset in no time with any of those variants in place
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 23, 2015, 05:24:19 am
#3 would look better if it had those shadings without the engravings that #2 has (I knew it was something that didn't make sense to me), I think all you'd need to do is have a lighter grey to pull off the engravings in #3 without it showing while it's unengraved.

 I feel like #1 would look better without the black borders, at least on the outer side where the pitch black is, but I feel like it'll look quite a bit nicer to just get rid of that black border from both sides and expand the middle perhaps. Maybe I'm wrong though it does seem like spacefox uses that, but looking at #2 you get the feeling like that's a determent in #1.

I'd at least like to have those walls anyway, just to have.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 23, 2015, 07:02:15 pm
Well, I've been playing a bit more with the designs, and made some proper in-game screenshots, using the object testing arena (as this is just for walls didn't need much more). Size is supposed to be 100% no zoom one way or another.

Wall #1

1.1 is the original wall, lines and all.
1.2 is the same wall without dark outlines, following LeoCean suggestion, and with the middle expanded and finally
1.3 is the same with the contrast bumped a bit. Although this last one is interesting, I think it's still a bit bland, even with the bumped contrast.

Think the original is the best of these three and, surprisingly, is a lot less noisy once in-game (granted those are regular smooth/constructed walls and we can't see the engraved effect, but still)

LeoCean, you really like this wall don't you? ;). Don't worry, I'll send it to you regardless.

Spoiler (click to show/hide)

Wall #2

Same as before, normal and bumped contrast versions. I like this wall in game even more than before. Perhaps it could use even a bit more contrast?. An even lighter gray in the north part of the wall, and a darker grey in the bottom part of the wall that touches the floor, just a line to separate it a bit from the floor.

Spoiler (click to show/hide)

Wall #3

I put the image here just for completion. Again as per LeoCean suggestion I eliminated the base "engravings" plus I bumped the contrast a bit over the original. Even though I like them, I think these walls would begin to shine at bigger tile sizes, were you can add a bit more detail

Spoiler (click to show/hide)


Finally

The two I consider (imho) to be the best:
Spoiler (click to show/hide)


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.

In this image you can see what I mean, I'd like the fortifications to use the tile inside the green rectangle, and not the crossway inside the red one (for the screenshot I changed the tiles places inside the tileset)

Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 23, 2015, 08:14:48 pm
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


Spoiler: This (click to show/hide)
As an example. 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.

May be helpful.

For #3 I meant the #2 wall without engravings. I think so anyways.

#Edit: Fixed the twbt readme link. thanks PeridexisErrant for notifying me lol.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 23, 2015, 09:17:11 pm
Between your two choices, I like 1.1 the most. It's a little flat, but that helps the walls blend with the pillars. And about that...

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.

Agreed. It's reasons like this I stay away from editing the tileset, and I do everything via overrides.

Spoiler: Tile Overrides (click to show/hide)

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)]
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Meph on May 24, 2015, 01:06:44 am
Quote
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 24, 2015, 01:25:39 am
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on May 24, 2015, 01:29:39 am
You use one for outdoors stuff like the sky around a tall tower, one for unrevealed tiles below ground, and one for indoors stuff where you can't see the ground I think. I also like the 2.2 version walls, the engravings look cool.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 24, 2015, 07:46:32 am
For #3 I meant the #2 wall without engravings. I think so anyways.

Oh, I though you meant #3 but without those dark grey engravings in the bottom walls


Between your two choices, I like 1.1 the most. It's a little flat, but that helps the walls blend with the pillars.

Yes, 1.1 is almost exactly the original spacefox walls with a bit more detail like the crenelation. Perspective for all 2 is the same, top oblique (I think?) where you see the part of the wall that is attached to the ground only in the front. In 2 the angle is a bit lower as you can see more wall under. If you can override the pillars there's no problem then as I can make it specifically for the walls. I selected what I liked the most but it's not my choice to make as it's not my pack. Apart from those I selected do you like any other version?

Agreed. It's reasons like this I stay away from editing the tileset, and I do everything via overrides.

Yeah, but unless you use ascii as part of your tileset you have to have a basic graphic tileset for spacefox, in case anyone don't use twbt. In Gemset it blends nicely though

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)]

Woah! you two got me there. I really need to begin reading how this works, as I understood only half of what you said. However I'm really new to this (the game, the modding and pixel art itself) and if I begin to dig into that I know I'll obsses over tiles, numbers, overrides, places... I've read enough of how twbt works to know that it'll need me to focus exclusively on it for some time. For now I better stick to graphics until I have all the tiles made, then I'll make the "code". For now it's enough for me knowing if a tile can be overriden or not in order to make the design, then I'll "put them in place". You two have explained the basics of how it works pretty well and it seems "easy" enough, the difficult part being to find what the tile you want to override is called (thanks for all that names and places DragondePlatino) Which is difficult in and on itself, there's A LOT of names. I don't now why but I had my things messed up and thought for overrides you'd use a coordinate system akin to the graphics for races and my mind begun to spin. Now, absolute tile number is a lot easier.

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.

So you can do it either way?, changing the d-init.txt or via overrides? Also overrides help you keep track of what you change without touching the (raws? are called) so doing it in a "non destructive" manner? And staying organized making different override files for different things (walls & ground, objects, etc). I like that approach.  As you can see I have almost no idea what I'm talking about here, so I should keep my mouth shut.

I also like the 2.2 version walls, the engravings look cool.

: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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 24, 2015, 11:49:35 am
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.

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.

From d_init. The void is likely all that black space that isn't explored. I changed that stuff in spacefox, albeit twbt makes it pretty useless. It makes a difference though if you actually notice it.

#edit: Now I remember in some packs the sky shows up as little dots while the further you go it turns solid right? So chasm is what you get when you go even further away/ down. It may actually be the other way because 250 is the little dots, so I think it is the other way.

Quote
: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.

I'd honestly like to put both in, as overrides probably. I don't know if I'd want to hit the fans of the old walls by just replacing them out of the blue and I'll have to check what it does to the other things those walls use. However overriding the walls is super easy now with the info I gleamed from the last few pages that Dragon posted and in gemset. Overriding stuff is way less of a hassle than messing with the tileset, but that's because I'm so use to playing with the code and mifki makes things pretty understandable.

Don't bother creating creatures for the 16x set for spacefox, there's not enough room to make things look decent enough in 16x compared to 24x or more. Though if you want to mess with the dwarves/ goblins/ elves/ kobolds/ humans I'd be super happy. I really dislike looking at baby dwarves.. (the dwarves, CAN'T they have hair....) Honestly the main tileset is what separates most named packs, as most of the creatures besides the races are all the same and the dwarves are the only real constant difference, unless it's acii, then who cares. The main hardpoint in doing a 24x set for spacefox is what's the point if the creatures aren't 24x also.

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)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Meph on May 24, 2015, 12:14:26 pm
I wrote this::

Quote
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)

But there is nothing on the wiki about Twbt
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 24, 2015, 12:20:43 pm
Apart from those I selected do you like any other version?

Other than that, I'm particularly fond of 2.2. If it weren't for the janky pillar tiles, that would be my first choice.

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).

Niiice! If that's your end-goal, I'd make Spacefox-style race graphics and domestic sprites your first priority. Those are the critters you see the most, and it'd really fix most of the style clash if dogs had big heads and nub legs like the dwarves.

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.

Well, not exactly...Toady uses some weird names for the tiles in d_init.txt, and I wouldn't even say they're necessarily correct. I'm 100% positive that OpenSpace are the dots/checkerboard you see in the sky and chasms are the octothorpe used for pits. I've successfully overwritten both but I have yet to successfully override the void tiles. Actually, now that I think about it...maybe I did? Those tiles have black as the foreground and background color so maybe I just couldn't see the override.

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)

I don't think that'll be necessary. I'll be posting a little something-something to the GemSet topic later today that will make item overrides a lot easier. ;)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 24, 2015, 01:34:04 pm
Honestly I don't know why spacefox uses that tile as a pillar now that I think about it. It's not good... Clearly I didn't do it.  :-X I'm pretty sure it was like that before I stepped in (#It was I checked). I don't really care about 40.24 though so I'm not changing it till the next dwarf fortress release.  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.

Maybe PeridexisErrant can switch the pillar tile to 199 or 206 in d_init if he updates the starter pack again, which makes more sense and doesn't look as ridiculous (I think when I went to change it before I changed the actual tile in the tileset which had effected the tree pillars/ trunk interior). I clearly didn't bother to care to notice how bad the pillars looked till you mentioned that. Hmm for some reason I thought changing pillars changes the tree stumps but at least on the 40.13 test I just did it didn't. Idk, 199 looks nice, 206 isn't bad either though. If Fricy sees this post, he may change the spacefox one. I really should update my versions link with the gelder and stuff that's missing.
 
Races definitely would be nice because come the next version fortresses will likely have multiple races plus animal men. So if those could be better upgraded that'd be awesome.

Previously spacefox used the Afro cat/dog. The dog looks decent I don't know why I switched that one out besides the phoebus wardog looks cool. I did meant to eventually create better ones. The cat would make a good mouse/ rat. I think afro designed it that way because he thought of them as rats in dwarf fortress with their infestations.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on May 24, 2015, 02:00:32 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on May 24, 2015, 02:49:31 pm
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."
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 24, 2015, 03:22:12 pm
Yes Chasm is in the game when I changed the Sky and Chasm in d_init or init it was noticeable. I didn't just guesstimate with that and it was changed for reasons that are long forgotten but so meaningful  :P.

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.

Quote
And 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).

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."


? Does gemset use afros cat/rat? :P Spacefox doesn't use them as far as I know, they are there but not used.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on May 24, 2015, 05:16:41 pm
I was using his new ones and it took me a second to get used to not seeing a c with ears or a d with a tail, was like "OH GOD WHAT PROCEDURAL HORRORS HAVE I SUMMONED UP... oh, welp, just a pet."
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 24, 2015, 06:52:05 pm
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.

He, thanks for the vote of confidence :)

I've come up with some variants for the pillars and the fortifications. The perspective on 2.2 makes a nightmare to do the up pillar, no matter what you do. It already shows in spacefox original walls but being so low it doesn't matter. I suppose you can't override pillars based on directions right?, guess the answer is no but worth asking. Looking at the list DragondePlatino posted I can see just the one StonePillar, but nothing about StonePillarLRUD.

Anyway here is the image (P is for Pillar, F for Fortification, once you begin to override...)

Spoiler (click to show/hide)

(P is for Pillar, F for Fortification, once you begin to override...)




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.

Quote
And 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).

I'll take a look at domestics first, then we'll see :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 24, 2015, 07:26:20 pm
Hmm. The designs of some of your fortifications could use a little more contrast. Here's an edit.

(http://orig06.deviantart.net/9d37/f/2015/144/1/b/fortifications_edit_by_dragondeplatino-d8umhvv.png)

You don't have to take design contrasts to the same extreme I do, but here's a good baseline test...Set your monitor to a nice resolution, zoom out your designs to 1x and sit back comfortably in your chair. If you can't tell the difference between two things at a glance, you need to distinctify them a bit more. DF pixel art is a little tricker than normal because everything needs to be clear at a 1x zoom, which is almost never demanded of pixel art.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 24, 2015, 07:45:21 pm
You're absolutely right, thanks for the edit.

Actually that's a lot better now  I'm just learning as I go.  I'm really not accustomed to this small sizes, although I have a window open with the design at 1x as I work, after some time your head begin to spin.

 I'm enjoying the process a lot but as you saw  I love detailing and sometimes I forget you have to exaggerate some things you want to get noticed,  and forget others.  Because of the small size you have to scratch a lot of what you want in there and is a bit frustrating. :D
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 26, 2015, 05:16:42 pm
Once (If) the wall gets selected (for an override so as not to piss off those that like spacefox original wall better), is it possible to override different walls based on what they're made of?. I mean, one override for stone walls, one for metal walls and another one for wood walls?. Well, at least wood and stone would be neat, I bet those are the most used types of walls.

What I want to know is, could I go ahead and make those two variants for walls?. It always annoyed me a bit that all walls look the same with different color, regardless of the material used. But I can't find any pack that has those so, is it not doable?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 26, 2015, 05:51:49 pm
Nah, TWBT isn't quite that robust yet. As of now, the categories of wall you can override are soil, grass, stone, minerals, constructions, HFS features, ice, trees, caps and lava (obsidian?). Keep in mind that soil and grass don't have contiguous wall tiles, so you can only draw a single tile for them.

Here's an updated tile override list, BTW. I've successfully overrided everything down to FurrowedSoil and I've been fixing the ASCII tiles as I've been going along.

Code: [Select]
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
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 28, 2015, 06:12:18 pm
Well, here I present you my attempt at spacefox domestic animals. I don't know if there's any I left behind?

Man, 16x16 isn't much space to work with and I struggled quite a bit with some of them. Let's see what do you think, if you like them at all.

P.S.- As you can see there are some variations/options for dogs, cats and... reindeer, yep. I'm particullary fond of the middle cat and the first dog (the other ones look like puppies to me because of the style) but I don't get to choose so they're there for you to select.

Real Size:

Spoiler (click to show/hide)

3x Zoom:

Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on May 28, 2015, 06:17:31 pm
Oh my god did you just make a 48x48 (i.e. flawlessly inserted in a 1920x1080 @24x24 scaled) spacefoxy domestic animal set?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 28, 2015, 06:37:23 pm
Oh my god did you just make a 48x48 (i.e. flawlessly inserted in a 1920x1080 @24x24 scaled) spacefoxy domestic animal set?

Well, not really, I made the set at the original spacefox size, that is 16x16. I guess you ask because of that 3x Zoom image.  That's an screenshot of the set zoomed into my pixel editor.  I guess I could upscale it to 48x48 with the utility DragondePlatino posted somewhere.  It makes a pretty good job, though I don't know if the result will be that good coming from 16px :) 
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 28, 2015, 07:16:26 pm
Whoa!!! Those are freakin' awesome, man! You picked up pixel art so quickly! Spacefox couldn't have done better himself.

(http://orig15.deviantart.net/7002/f/2015/148/5/6/spacefox_domestic_edits_by_dragondeplatino-d8v4quy.png)

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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on May 28, 2015, 07:28:16 pm
I dunno, it looked surprisingly good at 48x48 which means it'll look great at 16x16 and 24x24.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 29, 2015, 04:29:29 am
I dunno, it looked surprisingly good at 48x48 which means it'll look great at 16x16 and 24x24.

Well, if you like that screenshot at 3x zoom, you should like the upsized version, because it should look like that. The only "downside" is that it'd look "low res" compared to if I had made them directly in 48 px because of bigger outlines and so on (it'd look as "bigger pixels")


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.

Thanks for the edits :), I knew there would be problems (I didn't think they were that good to begin with) but by the time I ended the set, the style had changed a bit and couldn't force myself to look at those tiny pixels again for corrections, at least in the same session. Just wanted to see first if they were good enough and people liked them before spending more time on them. Considering my usual way of painting I'm finding this surprisingly enjoyable (though man! 16 px is tough to make things recognizable.)

I found the resizing program through one of your posts (don't remember where, I've been surfing the forums pretty extensively lately) and was considering using it for my other project but... can't (I'll try to open a new thread for that later today if I can, to ask A LOT of questions, don't want to pollute Spacefox thread).

Though if Max wants the set to be 48x48 I should use a x3 algorithm because the original is 16x16 (you get 32x32 with XBR x2). No problem with giving the tiles room for the bleeding problem though, I'm working with pyxel edit which is specifically made for tiles so is just a matter of rearranging them with one empty tile in between.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on May 29, 2015, 06:40:00 am
32x32 scales to 1920x1080 great with twbt incidentally, but yeah, more HD or higher resolution friendly stuff is always good.

I have a 32x mockup of duerer because he posted an example and I was like "OH NAW, GIMME" because:
(http://i.imgur.com/BoTKSXy.png)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 29, 2015, 08:32:43 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on May 29, 2015, 09:45:32 pm
Oh  yeah, the hunting/war dog method there is great, where'd you get the idea from?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 30, 2015, 02:50:45 am
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.

Well, it would be fantastic if you could use the first dog for stray, war and hunt and one of the last for when/if they become pets, but it probably would be confusing?

The cats... yeah. It's difficult enough to make them look like cats and being faithful to the spacefox style with that few pixels, to give them attitude too. In fact, the third cat is the least "spacefoxey"

Oh  yeah, the hunting/war dog method there is great, where'd you get the idea from?

Oh, that. From myself I guess. The colored collar method didn't convince me. You really can't see that at that tiny resolution. So I though it would be cool and more visible if, once the dogs become trained, the dwarfs just apply some kind of war/hunting marks on them. Sort of "war painting". Suddenly it's a lot more visible and recognizable
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on May 30, 2015, 04:17:06 am
Yeah, that is by far the most amazing hunting/war type palette idea I've ever seen.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 30, 2015, 11:14:25 am
Spoiler: Long quote (click to show/hide)

It would be nice if you could use the different sprites like that but at least having those 3 types also gives people choices for which dogs they want to use. Plus if they ever create new pets in mods those can be used. 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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 31, 2015, 09:25:28 am
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 like the second chubby cat better, think it goes along well with spacefox style and the idea of the cats being the masters that df proposes. They're kind of Garfield-ish :D but here you have that 4th cat (3rd cat's body + 2nd dog puppy head). More options is always a good thing isn't it?.  The other one doesn't work though. You can't really add whiskers at this low resolution without destroying completely the illusion of the head. Every pixel counts here. :)

(http://i.imgur.com/jLHPI9I.png)


Should I post here the tileset for domestic? I mean, in it's correct order with just one version (the one you/people prefer) for those animals that have more than one and another png with the leftovers so you can choose. I think I followed phoebus raws for this so they should work as is but you better check it.

[Edit] Nevermind, I must have followed and older phoebus tiles for domestics. It seems the actual tileset for phoebus animals has more than the domestic ones so the order isn't correct.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 31, 2015, 12:14:41 pm
I'm thinking like this http://sammycatbone.deviantart.com/art/Cat-GIF-315023480

Which in turn makes this. Whether that sprite can be used or not is probably a no, but you get the picture :P. Though I can't really say whether they created that or it's not a free resource. Cause they only made it into a gif but didn't create it? I've no idea but for my own personal use that cat looks awesome.

(http://s28.postimg.org/5l4mfbb1l/j_LHPI9_I_Dibujor_Edit_cat_http_sammycatbone_dev.png) (http://postimage.org/)

The kitten looks like a pony though.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 31, 2015, 12:30:47 pm
He/She states that got the sprite from The-Spriters-Resource. Wether that means it's usable or not... I don't know
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 31, 2015, 04:00:49 pm
I begun with the goblins but then I found one of the references I had, were the ones spacefox did originally so I may ask:

Should I continue with the original ones or with mine? It's all the same to me, honestly.  I haven't found a real size image for spacefox ones, seems screenshots is all we've got.

Spoiler: My Goblins (click to show/hide)

Spoiler: Spacefox's (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: DragonDePlatino on May 31, 2015, 04:40:35 pm
Oh man...that's a hard choice. They're both equally good and full of personality.

But now that I think about it, your goblins have a much heavier build and they're really distinct from the Spacefox goblins. Maybe they'd work better as Masterwork Orcs? I would just edit the old Spacefox goblins to save time and keep your new goblins in case anyone wants to make Spacefox Orcs.

Also, I forgot to tell this to you earlier but you really should add some selective outlining to your sprites. It will make them fit the Spacefox style much better and let you add more shading detail into the tiny 16x16 space.

(http://orig14.deviantart.net/ed85/f/2015/151/4/1/selout_gobbo_by_dragondeplatino-d8vigpy.png)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 31, 2015, 05:53:23 pm
Yep, When I was making them I took spacefox dwarves as my main reference. In those, the main details are conveyed through the head, the body is testimonial and thought about making the same with the goblins to be faithful to the style (Although you can't be more faithful than the own original artist, right?). But you are right, they seem bulkier and could be orcs. Hmm... thining the body could help with that

(http://i.imgur.com/q915JUL.png)

Hmm... or maybe not.

Thanks for the advice on the outlining. Just noticed something similar on the spacefox goblins, but I was afraid of losing contrast at this tiny size. Now you told me, I'll try to do it :)

Unfortunately the work amount is the same. There's no tileset for the spacefox goblins (or I haven't been able to find any), just oversized screenshots so I'll have to redraw them.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on May 31, 2015, 06:16:20 pm
I've no idea but for my own personal use that cat looks awesome.
The kitten looks like a pony though.

Here, if you want that for your own use, no problem :)

No kitten pony though

(http://i.imgur.com/jILVFUF.png)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on May 31, 2015, 08:07:47 pm
Hmmm, is this helpful?

In one of my older saves graphic folders I've got these for the kobolds which look like those first spacefox gobs you mentioned:
(http://i.imgur.com/U5DPVQY.png)

There's also these which are under the afro folder?
(http://i.imgur.com/4Xxo0q1.png)

Incidentally I kinda prefer your more spacefoxy big head/tiny body ones for that set aesthetic.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 31, 2015, 09:10:14 pm
I like your goblins but I've got to admit they do look like orcs, especially with the tusks? I dislike those spacefox examples besides row 3. I think a mix of row 3 and your goblins would work the best, I'm not certain though, don't make it out like that dog/cat lol. The mouth your goblins have is also quite orcish, but orcs don't even exist in dwarf fortress so who's to say they didn't evolve like that.

It'd be nice if you get the tile sheet like the dwarf sheet, since in the next patch there should be other race members of the fort and I expect they will use those sprites/tiles. They could work however if you made them a tad skinnier and got rid of the tusks/ teeth that are showing.

Thanks for the kitties :D..
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on June 01, 2015, 07:50:47 am
Seems you like my goblins... so here we are with yet another try to make them look less like orcs and more like goblins. Original can serve as a base for masterwork spacefox orcs in the future...
Let's see what do you think..

(http://i.imgur.com/qpvOfR4.png)

Yeah Max, thanks! that'll help. That's spacefox original goblin tileset (though colored for kobolds, brown instead of green). So if people prefer spacefox set I just have to recolor them and continue from there :).

Ok LeoCean, I'll use the order of the dwarves as a base for the goblins. I was thinking yesterday about why you need that many goblins (barons?, traders?...) and then I knew about the next patch and the multi races forts. So that will make having complete sets for races even more important.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on June 01, 2015, 08:04:22 am
Five looks like a clear winner to me, says "goblin" pretty well. Also glad I keep random older saves and stuff in my older df folders.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on June 01, 2015, 10:30:30 am
Spoiler: Long quote (click to show/hide)

I think V with IV's ear but one pixel higher in height (not any lower but just give it another pixel or 2 in height to make it pointier, albeit that is in 16x not 48x  :P), though IV would work well enough. I'm kinda surprised that 5th image with the 4th ear actually goes down to 16x16 and doesn't lose it's clarity.

I'd like if the kobolds had a lizard like head, but they aren't likely to be a included race in the forts so it doesn't really matter much.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on June 03, 2015, 05:20:58 pm
Some days without being able to check the internets :)

This is how the goblins would look like with the "new" and modified... well, goblin :D


(http://i.imgur.com/7pamPiT.png)(http://i.imgur.com/K7w5jm7.png)


Do you like 'em?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on June 03, 2015, 05:58:33 pm
Looks pretty good to me.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on June 03, 2015, 07:16:52 pm
Same.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Button on June 05, 2015, 07:03:52 pm
Oh my gosh the baby goblin is adorable.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on June 05, 2015, 07:26:47 pm
Haha,  I can't take all the credit for that as he is based upon the baby goblin I saw on spacefox tiles 
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on July 04, 2015, 09:46:07 am
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!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: RoguelikeRazuka on August 02, 2015, 06:38:38 am
Hey where can I download it for the actual DF version? Does it even exist?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 04, 2015, 11:10:14 am
Hey where can I download it for the actual DF version? Does it even exist?

https://github.com/fricy/Spacefox. If you clicked on the post above yours and did a few clicks you could have got it easily.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on August 06, 2015, 11:24:23 am
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 :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on August 10, 2015, 03:23:24 pm
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)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Dibujor on August 12, 2015, 08:15:16 am
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)

 :D :P
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 17, 2015, 04:50:31 am
This is my first post here.  I started playing DF a week ago and I absolutely love it- an astonishing game!

First I wanted to thank you for Starfox!  I'm using PyLNP and I've been through all the graphics sets it provides, and also I tried a few more I found on Github, and yours is my favourite by a long way.  In fact it's not even close.  Starfox is so sharp and clear, easy to follow, and the only one, to me, that looks graphical the whole way through.  But the most important part is the clarity - I play zoomed far out and am always able to see what everything is, understand every icon, in a way I found harder with the others, which all seemed quite dark and a bit murky.

So thank you, Starfox is making DF much more enjoyable for me to play!

I also wanted to ask about a minor problem: I recently noticed that there seems to be a missing over ground tile, for "Taro/Taro leaves/Taro flowers". 

It took me a while to notice because it's only outside, and for a while I thought the black was where I'd marked some trees for cutting! :)

Spoiler: Here's a screenshot (click to show/hide)

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.

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?)

Thanks again for this wonderful tileset!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on October 17, 2015, 06:50:14 am
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.
If you want to edit it you need to open data/save/regionX/object/plant_garden.txt (for existing worlds), find the section for Taro (line 1670-1701) and edit the corresponding tags. AFAIK that would be:
Code: [Select]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
or
Code: [Select]
[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:
Plant modding guide (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_plants)
Plant tokens (http://dwarffortresswiki.org/index.php/DF2014:Plant_token)
Color modding (http://dwarffortresswiki.org/index.php/DF2014:Color#Modding_color)

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?)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 17, 2015, 06:59:03 am
Thanks so much for the fast reply, fricy.

And OK I see what you mean.  I just opened it in Photoshop and used the eyedropper tool on one of those tiles, and also zoomed way way in.  I saw that a) it's not actually black as I thought, but, as you said, a very dark green; b) if I zoom in about 20 times I can see the vaguest outline of a flower there.

I had thought it was just showing a black square but obviously not. 

I'll have a look at editing it as you said.  Thanks again!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: AutoReiv on October 18, 2015, 06:42:37 am
I have a question. This is the graphic pack that I saw utilized a custom graphic for engravings.
I've been looking for the actual tile in the pack, but I can't find it, and I can't find any instances of "smooth", "detail" or "engrave" in any of the text files either.
I'd really appreciate some help with this!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 18, 2015, 04:36:54 pm
Custom graphic for engravings? Exactly how are they used? I mean can you show a screenshot about what you mean? If you are talking about the walls then it's just a shading thing and the way engravings work with different colors. There was a guy who was trying to create different engravings for lots of engravings with twbt but I think he gave up since it wasn't really that viable.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: AutoReiv on October 18, 2015, 09:22:41 pm
Oh my... I just noticed that the pattern I thought was engravings are actually present on the default wall tiles too, just very faint. I have no questions then... ;)
(http://i.imgur.com/ZaUrNzV.png)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 26, 2015, 07:19:25 pm
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.

Data folder/file (https://www.dropbox.com/s/4dxeals1sat7nve/data.rar?dl=0) or LeoCean Spacefox overrides, don't use LeoCean overrides (that's older) (https://www.dropbox.com/sh/wbnkz8h0205njdj/AABJUDEJbn9dPEbdaZWkwATQa?dl=0), dropbox is being a real pain in my ass by not syncing fully so I had to throw it in a .rar so it would, funnily enough it synced all the god damn new document.txts I spammed to get it to sync the .rar file but not the art folder. Idk it shows in the file on the website that it's there so who knows.

You may or may not want to use twbt tilesize 18 18 in extra_dfhack_init.init since these overrides use 24x24 overrides with a 16x16 tileset and 18x18 is a non blurry middleground.

http://www.bay12forums.com/smf/index.php?topic=152698.0 = Dorens mod

Took the workshops and the bridges from that mod and some other things, not much though.

http://www.bay12forums.com/smf/index.php?topic=152766.0 = WIP mod

I really liked the smoothed floors from this mod so when you smooth your floors that's what they will look like, then when you engrave, well be prepared to be amazed that your dwarves can go back to the old version floors.  :P Screenshots are available in the dropbox just look at the tilesets.. I'm to lazy to post them otherwise as I barely was going to post this anyways. There are probably some issues (like 1 toy is overridden but there's 4, I was playing with an accelerated version so I had one toy set) you may run into but it shouldn't crash like the other gemset since these overrides don't go as overboard on the overrides. I've played a tad bit with these overrides but I may not have fixed everything I found. Rough gems use Dorens overrides so if you want to go back to the bland ones spacefox usually has look up ROUGH and # it out.

You can still use the old walls if you don't want to use the walls I switched it with just use the old spacefox verison which I didn't include :o.. oops, you have it somewhere anyways.. that init and d_init.txts/color.txts aren't any different than before so I don't know why I included those.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on October 26, 2015, 07:42:27 pm
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.

This sounds great, but please put a coherent set on DFFD so I can link to it and be confident it isn't going to vanish one day.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 26, 2015, 07:58:16 pm
Fricy probably will now that you've asked? Idk Fricy does most of it lol, he'll probably update it in his github account at https://github.com/fricy/Spacefox/tree/master, making a dffd account seems like a lot of work.. Uploading it to DFFD by itself wouldn't be the best idea I don't think at this moment and my version of spacefox is still a little different than fricys, guess I could try to put together a version sort of close to fricys and upload it there.  :'( :'( :'(  Won't happen today though, since if I am gonna do it I'll have to check things and that will take time.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on October 26, 2015, 08:30:04 pm
No rush!  I've got a slightly more recent version around, so I'll try to merge that.  https://github.com/PeridexisErrant/DFgraphics
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 26, 2015, 08:33:02 pm
Merging it with the version fricy has would be best, since the spacefox version you have there is quite outdated. As dibujors animals weren't added in it yet, which was 4 months ago?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 27, 2015, 11:49:50 am
Thanks so much for the new version.  A lot of the changes look amazing!

I do have a major problem though, and I'm wondering if maybe I didn't install it right or have done something wrong?

Here's the problem I have - "bleeding" of tiles as I move the viewport:



I am fairly new to DF (I've been playing for three weeks), and I only have experience of using PyLNP.  I hope I installed the new tileset right, but maybe I missed a step or did something wrong?

Here's what I did:

Hope that all makes sense!  This is the first time I've looked at any graphic files and I think I get the general idea of how they work, and what PyLNP does to them to install them, but I'm still very much a newbie so I may have missed something obvious or done something dumb.

I have a couple of other issues I'd like to raise, but they're preferences rather than problems, so I'll put them in the next post.

Thanks again for all your hard work, Spacefox is amazing!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 27, 2015, 11:59:19 am
There are three things I'd personally like to see changed in Spacefox - one is only in the new overrides posted by Leo last night, and the other two are also in the original Spacefox.   

At least in the case of the first issue, I'd be grateful if you could let me know if there's any way I can fix/alter this myself - maybe it is simple for me to revert to the original Spacefox tiles for smooth/engraved stone?   

New Stone Tiles: Smooth/Engraved

I'm afraid I am really not a fan of the new stone images.  Running at 1920x1200 I find them a harder to see and differentiate, and I can't make out the fine detail in the same way I could in the original.

I made a quick example showing what I mean:



The issue for me is that when zoomed out, it's a lot harder to tell the difference between rough and smooth.  And although the Engraved does stand out compared to smooth/rough, it doesn't stand out much compared to other objects like walls. 

Here's another example showing what I mean:


So my questions are:

I guess I could summarise the issue I have by saying that, looking at that comparison screenshot, the new Overrides on the left looks a bit like rooms floating in an indistinct grey sea, whereas the original on the right looks like it should: rooms built on top of a floor.  Does that make sense?


Minecarts - nearly impossible to tell between different materials, and very dark (also an issue in original Spacefox

This second issue is not new in the new Overrides, I have it in the original Spacefox as well.

Here is a stockpile of Minecarts, shown at my normal zoom and also zoomed right in.  You can see that a) the minecarts are *really* dark, in fact at normal zoom it looks like they are just silhouettes, not a finished graphic, b) it's almost impossible to tell between different materials, unless you zoom very far in and then wood has a slight brown blob under it; but steel and iron look identical.


Icon for "Stone Smoothing/Engraving in progress" is a door, for some reason!

A very minor issue, but thought I'd mention it with the others:  the icon used for when the dwarves are going to smooth or engrave stone is, for some reason, a picture of a door.

This confused me quite a bit when I first started playing - I kept thinking I'd placed extra doors all over the place by mistake :)  I'm used to it now, but it would be nice if some other icon could be used.  One of the other tilesets, I think maybe Gemset 24, uses a picture of a + symbol which works well; simple, but unique so once you know what it means, it's easy to recognise.

Here I have marked an area for Smooth Stone and an area for Engrave Stone:
(http://i.imgur.com/zzIILtv.png)

Quite possibly this is something I could change myself.  For example, item 41 from DorenItems18x18 looks quite good and appropriate for this:  (http://i.imgur.com/GkDg85H.png)

Is it as simple as editing overrides.txt and finding the current entry that points to a door, and changing it to reference DorenItems18x18:41 ?   

I'm not asking you to teach me all about graphic modding, I can go read some Tileset tutorials :)  It would just be nice to know if it *is* as simple as that, in which case I'll just have a quick go, or whether I do need to read all about tilesets before trying to change anything?

Thanks again for your amazing work, both Spacefox and LeoCean!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on October 27, 2015, 12:25:47 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 27, 2015, 01:13:05 pm
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.

Yeah I understand.  And I've managed to revert the floors already myself - I got luck, LeoCean left the overrides for smooth/engraved floors right at the end of the new Override, and they were obviously named.  So I just tried commenting them out and it all worked :)


Unfortunately I still have the problem of the 'bleeding' workshop tiles, which looks awful whenever I scroll the screen near the workshops.  If anyone knows how to fix that, I'd be most grateful.

In the meantime I'm going to keep reading through these Overrides and understand better how they work, and see if I can change the Smooth/Engraving-in-progress icon, and maybe even find a better Minecart.

Thanks again
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 27, 2015, 01:14:31 pm
Sorry for the post flood, but I just noticed one other thing that seems strange in the new override - possibly a bug?

I just did a Carve Track for the first time, and compared it from the original Spacefox to the new Overrides.  The new overrides basically just appears black, with nothing visible at all even far zoomed in.  The original Spacefox doesn't look much like a track, but there is something visible there (looks like engravings):


Is this as intended?   If I zoom way way in, I can see a few pixels of non-black on the new overrides, but it's very faint. 

I will work out how to revert it to the original Spacefox for myself, but I wanted to raise this in case it's a bug.  I see there's loads of cool looking track pictures in some of the override files, like DorenItems - I will see if I can get those used instead.

Edit: One more, this one is quite major:  I find it to be almost impossible to read the number on the Designations


The number is there, but it's a dark blue surrounded by dark brown.  This is how far I have to zoom in before I can make out the numbers, and even then I have to really look hard:



Sorry for all the posts!  I know Leo just meant this as a quick post, maybe he regrets that now :)  I'm more than happy to fix these issues for myself locally, but I thought I should raise them in case Leo wants to fix them and/or so others know what to expect.  I will keep digging through the files and see if I can work out how to change these things back.

In the case of Designation, I think it would be solved easily just by changing the colour from dark brown back to what it used to be, orange.  I'd like to do the same with Stockpiles, which are also now dark brown and used to be a light grey which I prefer.

I thought these changes might be in data/init/colors.txt, but I see that the new Overrides use the exact same colors.txt as the original Spacefox.  So I guess the change is in overrides.txt somewhere.  I've read through the whole file twice and I can't find anything obvious, there's nothing labelled 'designation' or 'dig' or 'stockpile'.  I'll keep looking.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 27, 2015, 07:03:46 pm
Thanks for the feedback, it's appreciated.

Well the train tracks I didn't know about, they shouldn't be like that. No one raised that issue before ever lol. It has to have been there since 0.40.08 and I'd say 0.40.01, maybe sooner but i've no idea. It should be the default ones as there is no damn difference with vanilla df which should make it correct but I guess not, I'll have to look into that. I've never really used the train tracks so I didn't personally know.

The walls, well I didn't create them so I'll have to work some way out on how to fix the engraving issues. I tried to use the old way the spacefox walls are but that doesn't seem to work (it's what I used for the pillars I think, or maybe I overrode the wrong pillar and just think I'm using that one) Ah yes, the reason why I didn't use the one I edited was because I found it to dark when not engraved, turns out that backfires.

[OVERRIDE:61:B:STOCKPILE:Stockpile::wipitems:204] #yes allow wooden stockpile, CHECK <---- that's the stockpile... I could change that to a grey background instead maybe even 164 in dorenitems24 or 69 in wipworkshops, but then you'd probably have to paste it lower in the file so it is loaded after that tileset gets loaded. Well the new ones grey (same design, just light grey) it's not a finished product yet, I don't think but it's better than the old one, I really didn't like the old one. Maybe a light brown one would be nice? We'll see.

Changed minecarts over to be 159 of wipitems for now, I may or may not fix the old ones. It's not to hard but  :-\. I guess I should have noticed that sooner since I do use quantum stockpiles and my minecarts shouldn't be black when I use wood that is light in color haha. Fixed now but I still like the old ones in the tileset.

I don't get any of that bleeding that you are getting, I mean my screen for dwarf fortress turned half grey and I had to save and exit dwarf fortress to correct it but not that. I play on windowed mode with it filling the screen if that makes a difference instead of full screen? Actually I sometimes do, the little bit of floor but that's not my fault, twbt is framing me... I'm pretty sure it's fixed in his build version but it hasn't been released, or I could be wrong but it's not that big of a deal, maybe spread your workshops out on different floors? Actually does it even bleed when you use the old floors instead of having them overridden? Because that's one of the reason's they bleed, since to many things in the area being overridden causes that. 

The designation thing is that way because of the changes I make to the 1234567 numbers in the spacefox16x16 tileset where the old one has the normal 1234567 since I like to have my water and lava look like water/lava and not 1234567 but still want to know the depths. Can't really change the colors, I can't make out the numbers on that either but you can still easily tell where they are digging when that modes not up. You could use paint.net or whatever "painting" program and take the old 1234567 and fix it by copying those over, they should paste right where you copy from.

The floors are mean, they shouldn't do that. Why they don't have two different overrides like I thought they did is something that blows my mind.... That I didn't actually check. Everything else does, and I know someone created overrides for the different engravings once so it should have worked that way. Grrrr...

I think I checked all of that, I'll get to work on the train tracks, the walls are going to have to wait, since that's going to take an hour  :'(, manually doing all that. The tears are real. I'd use screenshots but that takes more time that I have.. I've played a few hours on these overrides so, yeah the forts not that large.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 27, 2015, 07:13:30 pm
Hey Leo, thanks so much for the detailed response!

I am in the middle of something so can't reply in full yet, but I just wanted to say one thing quickly before you spend any more time:

The train tracks are displaying for me in the normal Spacefox, that is the one I got with PyLNP: dated 5th July 2015, which I think is last updated by fricy?

Well, they are displaying in that I don't see all-black, I see *something*.  It's only a problem of looking all-black when I apply your overrides that I downloaded last night.

I just wanted to check that that was clear, because you said it must be an issue going back many versions but they did appear for me.  Well, at least I mean they are not all black! They don't look much like tracks, is that what you mean about broken for ages?


Anyway just wanted to check I was clear about that.  Oh and while I'm here: I also play in windowed mode, adjusted to my full screen size (1920x1200), not full screen.  So I don't know what's going on with the bleeding tiles.  For now I reverted back to July Spacefox because I find it annoying  to play without seeing the designation numbers (I use priorities all the time), but I will do what you said about re-painting the numbers and give the new version another another go soon.  I really like 99% of your new Overrides, it's just those couple of small things, so I will try anything I can to get the new one in place.

Thanks again for the detailed response, as soon as I'm finished up with what I'm doing I'll come back and check the rest of what you said!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 27, 2015, 07:22:35 pm
Well you see in both of the images they are walls from spacefox16x16 and not train tracks for whatever reason. So my overrides which should be working aren't... I say should but all I looked at was the d_init the same so I didn't have to mess with that, alas it seems I must.

Fixed the train tracks I copied had a different d_init.. Didn't check that one. Man it was to easy to fix them and also it fixed the normal ones I believe. Yeah that was was not my fault, I think. I checked 0.40.06 and it had the 30I which should be 30. For the train ramps in d_init. Same for Dwarf Fortress 34_11 Starter Pack r67.... Idk if anyones reported it before though.

I'll post a second version of the spacefox16x16 tileset without the 1234567. I.e fricy's version. :P... With the new walls, I won't make it default though.

Links should be updated. I checked.

Don't see a way to fix the doors being the things used for smoothing and engraving besides overwriting it in the spacefox16x16 tileset but I'd rather not, it's not something you look at often enough and it's not something that's a problem like the train tracks and atm the walls.

Did the walls quickly they show better engraved than they did before. Just a tad, the markings aren't very noticeable without being engraved.

Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 27, 2015, 09:07:35 pm
I got it all looking how I want!  Thank you so much again Leo, really appreciate all your work on this and the time you took to explain newb stuff to me.

So in total I:


Thanks again Leo! I seriously love Spacefox - I keep trying other tilesets and none of them look remotely as clean and clear as Spacefox, in my view anyway.  So it's awesome you're continuing to add to it and make it even better.  Thanks also to Doren and the other guys you merged work from!

And now I understand a bit about how it works, I will see if I can do any more modding.  I'm no graphics guy, so doubt I can do anything worth posting for anyone else.  But maybe a few more tweaks at least :)

So the only issue I'm left with is the Tracks, which is no big deal (I haven't really started using them in my game yet), and the bleeding of the Workshops which is kind of annoying, but not the end of the world because it clears as soon as I change Z levels.  Maybe someone will have an idea what might be causing that?  It seems like it must be a graphic engine issue, or a TWBT issue?

PS. On the subject of TWBT, I put that line in your suggested "twbt tilesize 18 18 ", but I can't tell that it's actually doing anything?  If I load my game without it, it exactly the same (I compared two screenshots, with and without the line, and it's literally pixel-for-pixel identical.)  And if I run the command from the DFHack console - or try with other numbers, like 16 16 or 24 24 or anything - nothing changes on screen.  Does that mean anything?  Could it be related to the bleeding workshop tiles?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 27, 2015, 09:08:36 pm
Oh damn I just saw you edited your post with more fixes!  OK let me go merge in what you did, thanks :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 27, 2015, 09:14:21 pm
I used 40 40 and it is definitely different. It makes the tiles bigger since you are on a 1900 montior you may want to use 24 24, it'll make the 16x16 pixel tileset blurrier but not that much since spacefox can merge up there. There's a 24x24 spacefox tileset out there but it's a very old version, which I may update but I can't really use it cause my screens already at the limit for 18x18 which gives me 80 tiles on screen? I believe.


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.

Data folder/file (https://www.dropbox.com/s/4dxeals1sat7nve/data.rar?dl=0) or LeoCean Spacefox overrides, don't use LeoCean overrides (that's older) (https://www.dropbox.com/sh/wbnkz8h0205njdj/AABJUDEJbn9dPEbdaZWkwATQa?dl=0), dropbox is being a real pain in my ass by not syncing fully so I had to throw it in a .rar so it would, funnily enough it synced all the god damn new document.txts I spammed to get it to sync the .rar file but not the art folder. Idk it shows in the file on the website that it's there so who knows.

You may or may not want to use twbt tilesize 18 18 in extra_dfhack_init.init since these overrides use 24x24 overrides with a 16x16 tileset and 18x18 is a non blurry middleground.

http://www.bay12forums.com/smf/index.php?topic=152698.0 = Dorens mod

Took the workshops and the bridges from that mod and some other things, not much though.

http://www.bay12forums.com/smf/index.php?topic=152766.0 = WIP mod

Changed the stockpiles again since that grey on grey wasn't working well, it's still grey but the small parts between the main parts are brown.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 27, 2015, 09:36:20 pm
OK got your new changes merged in.  Thanks so much! 

I will stick with the stockpile you changed it (back?) to, that looks better than 178 I picked.  Thanks for reverting the floors, and yeah those walls do stand out a little more.  It's subtle, but you can see they're engraved and that's great.  And the walls in general look a lot smoother/cleaner than in the original Spacefox, I really like them.



Thanks again man, really appreciate it.

Sometime soon I'll make a new general post asking about the bleeding tiles, maybe someone has seen it in the past.

As for twbt filesize, OK I understand it now.  It changes the initial zoom level.  So yeah it was doing something, but I think kept overriding it by pressing F10 to go to the default zoom level :) And then it does nothing in-game, from the DFHack console, I guess it has to run early, before the graphics are initialised.

I've got it set to 18 18 now as you said.  I can't say that I can notice it being particularly sharper - but then I didn't think the default was blurry, either.   It just looks slightly more zoomed-in, to me.  Either way it looks good!

Anyway, I'm going to go play - thanks again, the game is looking even more awesome!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 27, 2015, 11:11:14 pm
After all that, very sadly I have had to go back to the original Spacefox for now :(

Three things:

1. Firstly, I needed to remove "twbt filesize 18 18"

This seemed to conflict with the DFHack Mouse Query plugin, in which I use the track, live and drag options.  Especially drag seemed to get confused - I think mouse query thought the cursor was at a different square than it actually was, such that when I dragged and then clicked, it jumped me back to where I dragged from.  And if I dragged and then changed Z level down/back up, I wouldn't be at the location I last was, the location I dragged to.  The end result was that trying to drag the screen with Mouse Query, it would keep jumping back to where I came from, or sometimes glitch up badly.

So I removed that from extra_dfhack_init.init, and things seemed fine again. 

But then I started to notice:

2. My graphical FPS went way down with the new tileset. 

My init FPS limits are 100 CPU, and 40 graphical.  I never get 100 CPU, the best I can get is about 40, and normally it's about 30.  With the original Spacefox, CPU FPS and GFPS would always be the same, with CPU FPS being the limiting factor unless I was at >=40 FPS, then the GFPS cap would kick in.

With the new Spacefox Override, CPU FPS was still at 30-35, but GFPS was never higher than 25, and often as low as 20.   Even with the game paused, Graphical FPS would hover around 27-28, while of course CPU FPS would go to the maximum.

Checking  Task Manager, I could also see much higher CPU usage than normal.  Normally I see it at 14%, which means 12.5% from one core maxed out (Quad core machine with Hyperthreading = shows as 8 CPUs, so 100% of one core = 12.% in total), and then about 1% of graphical CPU (I believe the game uses one thread for all calculations, and a second one for graphics?)

Using the new Spacefox, it was up to 19-20% total CPU.  So I was using 100% of one core with DF CPU as usual, and then about 50-60% of another core on graphics, much higher than before.  Though still not even 100% on the second, so I don't know why the graphics capped at 25-28 FPS when there was more CPU available.  Inefficiency/bottlenecks in the graphics code, I guess.

In my init settings, I am using mode TWBT of course, and I don't have VSYNC (or the OpenGL method of VSYNC) enabled.  I think the rest is pretty much at default.

Even that wasn't a huge problem; graphic updates were slower, but still quite playable, and I planned to try some tweaking eg that LINEAR/NEAR setting.

However, this *was* the end of the world:

3. My first ever crash in TWBT after 100+ hours of playing:

(http://i.imgur.com/bBw5pJw.png)

I've only been playing properly with the new Spacefox Overrides for about 3 hours and then I got a crash, my first in TWBT ever after weeks of constant play, which surely can't be a coincidence :(  I've had a few other DF crashes, but I always check the Details and this is definitely the first in TWBT.

So I'm going to have to go back to original Spacefox for now.  Very sad, because I really like the updated graphics.

I know almost nothing about DF graphics, but it seems to me most probable that it's the mixture of 24px and 16px tiles?  At least that's something unusual/different/not expected maybe?   Or is this done commonly by lots of tilesets?

Tomorrow I might see if I can make a new hybrid version, taking all the 16px tiles from the new Override but not using the 24px ones.  That way I can at least still get the new walls and doors and fixed tracks etc.  And I suppose I could even just do a basic resize on the 24x24, down to 16x16?  Lose a little quality but probably wouldn't be that noticeable at the zoom level I use.

Or maybe it's nothing to do with 24px tiles specifically?  I do use a lot of DFHack plugins, and I am using them constantly via shortcut keys.  Including constant use of Mouse Query, which alters the UI.  Maybe there's some instability there, which only shows up when TWBT/the graphics engine is working harder?  I don't know.  But I am certain it must have been triggered by the new overrides, as I've not done anything different tonight than I've been doing for the last 2-3 weeks of constant DF playing, all of which was with Spacefox.

Oh well, it's sad but not the end of the world - I still love original Spacefox!    And at least now I've learnt a bit about tilesets and know how to make more changes for myself in future :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 27, 2015, 11:38:10 pm
Actually, all that said, I suppose it's just possible that there's a typo or some error in overrides.txt and I didn't notice it for a while because I didn't happen to hit that object? 

I did notice that in some example entries in overrides.txt it mentioned that any incorrect ID/missing graphic would result in an immediate crash.

Though I don't know what extra object would suddenly have appeared on screen when it crashed - I was looking at the same Z floor I had been looking at for ages, and in the couple of hours I played before it crashed I went all over my fortress looking at everything.

By the way Leo, I noticed this in overrides.txt - an extra colon on the end of some definitions.  Is this OK?

Code: [Select]
[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

I think those definitions must be working - StonePillar is a very common one surely - so I guess the extra colon is fine?  Just thought I'd double check.

Tomorrow I'll look through the overrides.txt a bit more closely and double check in case I can see any errors.    It would be great if it was a crash from a typo and nothing more serious!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 28, 2015, 02:52:35 pm
I'm pretty sure dwarf fortress only uses one core for everything? Maybe I'm wrong about that but people are constantly saying it's better to have one good core for df than multiple ones, since it's a pretty old game and it wasn't updated for multi cores. Once it is well it'll be a lot better.

The extra colons may or may not be a problem, those are left overs they don't need to be there of course but they also do nothing it's just coloring. I think before there was a number there? Maybe, it wouldn't hurt to get rid of those but it's not likely the problem. The problem may be to many overrides but I'm hoping it's not, it's only half the size of gem set.

Did you notice the drag on your computer before you turned tilesize 18 18 off? I don't run into problems with them being on but then I don't use the mouse pluggin anymore since it didn't work well for me in the past (alas it is better than manual stuff) I use macros afterall. I'll at least admit that when a forgotten beast came to my fort my fort went to 1-2 fps for a minute or so for no reason what so ever. I don't know if turning twbt tilesize off will make it crash like it did for you but I at least think it was put in there so you could use different size tilesets together.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: mifki on October 28, 2015, 07:00:49 pm
After all that, very sadly I have had to go back to the original Spacefox for now :(

Three things:

1. Are you using mousequery and several other plugins bundled with the TWBT package?

2. Of course processing all the overrides takes some time so that's expected.

3. I'll try to check what I can find at the offset from the screenshot. What TWBT version is this?
Unfortunately not seeing TWBT as the module name in the Details window doesn't mean it's not TWBT because if it corrupts something, it may crash in the main DF binary instead. So I'm always interested in information about crashes happening when TWBT is enabled only, even if it doesn't say crash is in TWBT.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 28, 2015, 08:08:32 pm
He should be playing the latest starter pack (since he started playing df 3 weeks ago and he did say he was using the LNP graphics for spacefox) so I'd assume it's whatever version that is. I'm playing on r4 since I don't want to upgrade.... Nor have any problems I'm running into which I need to..  :P
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 29, 2015, 07:09:45 pm
Hey guys

Leo:  OK I will try again with twbt tileset enabled and see if I get another crash. 

mifki:  Thanks so much for TWBT - I was never around to play DF without it, but I can see it makes an enormous difference to the game!  One time I ran DF without it and it looked way worse :)

And now I have just seen your signature about multitouch on OSX!  Wow, very interesting.  I have been getting sick of using Windows and might go back to running my Hackintosh (OSX on normal PC), and improved DF usage would make it even more tempting!  I have an Apple multi-touch mouse.

OK, as for your points:  Yeah I'm using the latest PyLNP version, which is r16.   The DFHack version is 40.24-r3.   I don't know how to check the TWBT version, however I can see that twbt.plug.dll is dated 19/04/2015 and I see that the most recent version on Github is 17th April, so seems very likely I am using the latest! 

In terms of DFHack features/plugins I am using - most things!  PyLNP enables a lot of things, and a couple of things it didn't enable I have enabled myself.   

But anything that is not included with PyLNP I am not using, yet. The only thing I have tried adding to the PyLNP bundle is some new graphic tilesets, of which the only one I've wanted to use are LeoCean's updates.  I have not installed any other scripts or plugins on my own, yet.


As you can see at the end I have also added DFHack hotkeys for things like Enhanced Stocks screen, "autodump destroy", "clean all mud item snow", and also some "job-item material" specifications, and more.  I use these and other DFHack hotkeys quite often.    A couple of times when I've had DF/DFHack crash it has been when hitting DFHack hotkeys: one time when I hit Control-F1 to see the list of hotkeys, another time when I hit Control-Shift-X, they key I have assigned to Enhanced Stocks ("stocks show")

As mentoned at the end of the code block, until tonight I had menu-mouse enabled.  I have now disabled it, both because I can't really see that it does much at all, and also because when I was just trying to get it to do something, by clicking all over on different things with mousequery disabled, I got another DF crash (another generic one in DwarfFortress.exe.)  It may have nothing to do with menu-mouse, but given I can't even see what it does - the only feature I can seem to see is the "X"  it adds to close full screen text windows - there's no point running it and adding another plugin that could crash.

Hope that is of some help.  I will try more testing myself soon, including with twbt filesize and with mousequery disabled (just for testing - I don't think I can stand playing without it for too long! :) )

Thanks again guys.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: mifki on October 29, 2015, 08:22:37 pm
TWBT prints version on start, check dfhack console for TWBT: version ... line
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 29, 2015, 11:03:47 pm
Text will be Text v5.45 is what the starter pack says. Mifki's using a newer one, which is why he'd ask you that, plus other reasons.

http://www.bay12forums.com/smf/index.php?topic=126076.0

Second post shows version stuff..
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on October 30, 2015, 06:50:18 am
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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: mifki on November 01, 2015, 03:18:01 am
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?

Latest binaries are always at http://build.mifki.com
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on November 02, 2015, 03:48:04 pm
Are you still getting the graphical FPS went way down with the new tileset problem you had before after you started using 5.47 twbt?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on November 02, 2015, 07:04:07 pm
Leo: Yes, I see the same lower GFPS / higher CPU with TWBT 5.47 as I did with 5.45.   

More importantly, I can now also easily repeat the crash.  It is usually happening within 5 minutes of loading my current save, with both TWBT 5.45 and 5.47.

It also happens both with and without "twbt filesize 18 18".

I now have Visual Studio 2010 installed so I was able to capture some more details.  I will post them in this thread as it's the new Spacefox that is triggering the crash.  I can also re-post to the TWBT thread, if mifki wants me to?

I can trigger the crash quickly (within a minute or so), simply by rapid scrolling - either horizontally or up/down Z levels but horizontal triggers it quicker.   If I don't do rapid scrolling it will still eventually crash, but takes longer (but never more than 10 minutes.)   However only certain Z levels will trigger a crash - ones showing only rough stone and stairways definitely don't crash, and I've also not yet had a crash in an outside area.

It appears to only crash when unpaused, never when paused.  However screen activity while paused ramps up the CPU, and once it ramps up it stays ramped up - and will then crash very quickly after the game is unpaused.

I therefore believe it's probably some kind of resource leak, and that this appears to be related to particular objects/tiles.

At the end of this post I have given the details I have of the two types of crash I get.  Whenever it crashes, it is always one or other of those two types.

Here is an example of how I can trigger the crash, and showing the variations on its effects - paused v unpaused, effect of scrolling on CPU usage, signs of resource leaking, etc.


From this I conclude:

Screenshots of the three fort areas described above
Click images to see in original resolution




I hope that all makes sense and it's maybe some help in pinpointing the issue, if it's not obvious from the crash details.

I don't yet have the TWBT code downloaded/compiled so I can't debug inside TWBT.  I will be setting that up shortly and will then try to get more detail on where the crash is happening.  I can also upload my save game + settings if that's needed.  But hopefully mifki can find the issue before then :)

Crash type 1: "A heap has been corrupted"



Crash type 2: "Access violation reading location.."


Spoiler: Stack trace text (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on November 02, 2015, 07:27:51 pm
Can you post your save? I'd like to see if it crashes for me also, it should your computer is way better. But I also have crashdumps enabled so mifiki could take a look at the crashdump maybe..

Just from your screenshots I can see that, that fort is going to be laggy anyways, you have way too much open space. It seems you dig out mutliple layers and you also have most of your stuff on one layer more or less, but that's not a big deal lag wise. But all that open space is what dwarves will constantly use up memory with as they calculate their pathing, so honestly its better to do mutli layer bases and not have such huge open places and if you do mine out a area underground close it off so that your dwarves won't use memory/ resources on those areas (walls and potentially locked doors). Also you use such large stone stockpiles, I'd learn quantum stockpiling but everyone has an opinion on that. I'm not saying you have to only use quantum stockpiles because that is inefficient I use a feeder and a fed on my quantum stockpiles.

It's possible it's just the design of your fort but it may not be. It could be twbt it causing the end prematurely.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on November 02, 2015, 07:47:02 pm
OK, this Google Drive folder (https://drive.google.com/folderview?id=0B0gMJmoTq7-ZQW5rSEJIcUN4dkE&usp=sharing) contains a RAR of the save, and all my DFHack init files.  I've already confirmed the save loads Ok with DFHack disabled, so it should be fine to use without all the same DFHack init files/same plugins enabled, but I include them for reference and in case my options are contributing to the crash at all.  Although 99% of the init files are identical to PyLNP's default config: I've only changed a couple of mousequery options and added a couple of new keybindings.

Google Drive's UI is a bit annoying.   When you click TWBT-Crash-Save, it will open it like a folder, not download it.  Once you've clicked it, a download icon appears in the black bar at the top - although sometimes this bar disappears, so you might need to move your mouse cursor to the top of the window to see it!  Dumb.

The init files are loose in the folder and also RAR'd in the file DFHack-Init-Files.rar for easy downloading in one go.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on November 02, 2015, 07:51:35 pm
Regarding lag:  I am not sure how much the open areas are contributing to CPU FPS, because I have experimented with blocking off large areas of open space with new walls/doors and also using traffic rules to do the same, and it made almost no difference.   I have spent many hours working on FPS, and have found a number of things that help quite a bit (having fewer animals; setting all Traffic designations to a weight of 1, ie disaabling traffic;  not opening certain Cavern areas; killing all running water) but open spaces has never been one of them.  Maybe 1-2 FPS reduced, but I could not really notice it in my testing.

However, regardless of that, that is only CPU FPS.  It definitely should not contribute to GFPS.  When I use the original Spacefox (or any other tileset), my CPU FPS and GPU FPS are always the same - ie CPU FPS is the limiting factor.  And most importantly, the graphical calculations use almost no CPU (maybe 1.5% of my total, ie total DF CPU % = 14%, with 12.5% being CPU calcs and 1.5% being the graphical thread.)   This has been very consistent over 100+ hours I have played on this same for with Spacefox. 

With the new Spacefox, the GFPS is often be a lot lower than my CPU FPS, and also graphical CPU % goes much higher.  And there is a direct correlation between sudden high CPU usage and imminent crash.

My CPU FPS is certainly not great - usually a max of 30 - but I have been playing this fortress for 100+ hours and it very very rarely crashes (four times in 80-100 hours).  With the new Spacefox, it now crashes repeatably within minutes.  So it is not the open space that is causing TWBT to crash in general :)

I'm pretty sure there's some kind of resource allocation bug in TWBT, perhaps triggered by the greater number of overrides or perhaps by some specific combination of overrides.  And it's definitely related to what objects/tiles are being shown on screen at a time.  Maybe it even requires a specific combination of objects to trigger, which would explain why I see it and you haven't yet.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on November 02, 2015, 08:01:33 pm
I just realised I should probably include my DF init files as well, I forgot they are not included in the save. 

I added a new RAR file to the shared folder, init.rar - this is all my DF init files, including colors.txt and overrides.txt from SpaceFox Overrides.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on November 02, 2015, 08:10:32 pm
One more thing on lag: I am sure you are right that in general open spaces doesn't help.  But all my bedrooms, dining rooms and meeting areas are on Z level -3, and I have basically nothing below Z level -4 except stones (with no empty stockpiles to store them in at the moment, except for Gold and Platinum.) 

So the dwarves never path down there unless they have a job, and this is only a small minority.

Even then, I don't see significant FPS drops when, for example, I open a new stockpile and the dwarves start picking up large numbers of stones from lower Z levels.

Admittedly I haven't tried closing off the large open spaces in the last few game years.  I tried it about half way through the game, using Traffic Designations to set all lower levels to Restricted.  I also used Traffic on my busy levels to define High Priority corridors, and to set as low priority dead ends, empty rooms, etc.  All stuff that the Wiki recommended.  None of it seemed to help much at all. 

Then later I realised I got a much bigger FPS boost by simply turning off Traffic completely (setting all values to 1).  That increased my FPS by about 25%, so right now Traffic is basically disabled.  But since I did that I haven't haven't then tried blocking off the lower levels.

You are right that it is something I should review again.  But I think the most important factor is that I'm not yet really using most of the open levels - my 250 dwarves are 90% on levels Z-2, Z-3 and Z-4, and so 99% of pathing only has to consider those spaces.  It's only a few dwarves that go higher or lower - 15 x miners go below Z-4, and I have a few butchers, tanners, animal trainers, and hunters who go on levels Z-1, Z0 and Z+1. 
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on November 02, 2015, 09:41:26 pm
Well that was kinda useless for me to test, there's many things that could cause that large of lag in that fortress and turning off twbt made no difference for me. In 40.24 if trees grow up in the areas you dig out after the cavern areas spread to your fortress it's instant crash, when they become full size in those small areas. It'd have been nice for toady to just push out a 40.25 build with cutting of tree saplings. Even if saplings grow into floors or walls it crashes. Hmm I wonder if that's moddable. Probably is. You don't have that much running water so I can't see that effecting it much, I only play with 150ish dwarves so can't really say much about 250 but less is better.

I don't quite know how dwarve pathing works but I'm pretty sure I read they calculate everywhere they can possibly go, how often they do that I have no idea. It's essentially why 100-180ish is usually the cap most people probably play on. But I'm getting 7(7) fps on your map so I'm not surprised that yours can handle more. I can't test if it's related to twbt though, 7fps is sloowwww.. I couldn't cause it to crash on -3 or whereever the workshops are but I had like 5(5).. Same with printmode standard so idk. That said I only used your save file so maybe it has to do with the other files but with only 5(5) it's out of my hands. It's kindof why I play with a modest modish/accelerated build of spacefox, since the game has way to many materials for me without simplifying it (as I don't care about different types of wood and what not with the same properties).
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on November 03, 2015, 08:07:47 am
OK thanks for trying.

If you can only get 7 FPS then I am not that surprised you couldn't get it to crash.  From what I've seen it seems that the crash gets built up to over a little time, resulting from a build up of screen updates/activities that eventually push it over the edge.  And it only happens when the game is unpaused, so it's definitely triggered by something that happens when CPU calculation is going on.

Putting that together makes me think that it would need a higher amount of CPU FPS to trigger it - at 5 FPS and 5 GFPS, you're probably not getting enough graphical updates in a short enough amount of time to overload it in the right way.  And/or, there's not enough CPU calculating going on while unpaused to trigger the final crash.

Today/tomorrow I will get TWBT compiled locally and then I will be able to debug inside twbt.plug.dll and see exactly what it's doing when it's crashing.  Then hopefully I can submit a more precise bug report for mifki.

As an aside, I thought I had it bad only getting 20-30 FPS on this current game :(  I can see why you wouldn't want large open areas if you can only get 5-7 from this save.  That sucks man.  Although you didn't copy my init files - I get 20-30 FPS with Weather and Temperature disabled, and you probably have them turned on.  Although I haven't actually measured how much FPS difference turning those off makes. 

Also, my FPS varies a lot according to what I'm looking at.  If I look at outside (Z0 and Z+1) or some of my busy levels (Z-2, -3, -4), I only get around 20-22 FPS.  If I'm looking at levels with fewer buildings/dwarves, then it goes up to 30.  I don't quite get why looking at different levels affects the CPU FPS, I would have thought it'd only affect GFPS.  But I guess the game does more CPU calcs when you can actually see the dwarves moving about.  Maybe when they're out of sight, it uses a quicker/simpler pathing algorithm.

I really feel it's about time Toady made some effort at doing multi-threading so the game can run a lot faster on dual/quad core systems.  It's an astonishing, amazing game, which makes it all the more sad that so many users can't enjoy it to the full.  It makes me sad that I have to turn off key games features like weather and temperature to get a halfway playable game.  And even with those turned off, I still have to limit myself.  For example, in this current save if I dig into the caverns at a certain place, FPS drops in half, to about 12-14.  So I can't even explore the whole caverns without making the game crawl.  I can't enjoy playing when it's consistently less than 20 FPS, it's just too slow and laggy.

It's still an amazing game but it's very sad it has to be crippled in this way.  I'd love to get a more modern PC but I can't just drop the  it would take to get me a suitable upgrade from this one.   My current one was very high end when I bought it, but that was more than 5 years ago.  I have managed to keep it relevant by overclocking it heavily (from 2.8 to 4.2ghz) and that's probably why I get so much higher FPS than you.  But it can't OC any further and I'm sure it's well behind more modern CPUs on single thread performance, despite the reasonably high clock speed.

It just makes me sad, seeing slow FPS and also seeing the game using only 14% of my total CPU (I have quad core with hyperthreading, which shows as 8 logical CPUs, so 100% of one thread = 12.5% + a few % for the graphics which are the only processing that happens in a second thread.)

Maybe the next version will have some performance improvements.  I've seen no mention of them though, so I kind of doubt it.  Just lots more features to make the game even slower and/or need to be turned off to make it playable :(

Anyway thanks for looking into it Leo.  Hopefully mifki has enough info to try and fix it, or if it now I will get TWBT compiled and find out where specifically it's crashing.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on November 05, 2015, 07:04:48 am
Hey Leo, could you let me know what accelerating mods you use?  I'm just getting ready to start a new game.  Well I already started a new one actually, but only played it an hour and now am thinking I should have used the opportunity to put in some mods.  So I might start again.

Like you, I really don't care about having 100 different material types that all do the same thing.  In fact I find it kind of irritating having so many different types of stone, and every time I look them up they're all value 1, no special properties.  I just find that tedious.

You mentioned modest mod, which I've heard of - is that all you use?  Or can you recommend any others?  I was also considering Masterwork DF which I understand also limits the amounts of materials, maybe even more?  Like only having "leather" instead of every individual kind of leather, etc.

I'm going to take your advice on this new game and not dig out so many big wide open areas where possible.  And I will also investigate quantum stockpiling - I don't really care if it's a cheat or whatever.

So any advice you can give as to how you accelerate your game would be much appreciated.   When I started the new game last night I was getting 100/40 FPS (both matching their configured FPS cap) and it was so nice!  But I know that is going to deteriorate fast as I keep playing.  So anything I can do to keep it high as long as possible will be great.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on November 05, 2015, 03:39:15 pm
Just to add that I've installed Modest Mod + Accelerated.  But would be interested to hear if you use anything additional to those, Leo?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on November 05, 2015, 04:02:49 pm
I don't use that, I made a version back in 40.08 for personal use and was gonna upload it but had errors so I didn't. It's still not perfect  :'(. I've downloaded that version though to see what they do differently though, but it's pretty different.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: konni on November 11, 2015, 05:22:13 am
Hi guys,
does anyone have a 20x20 version of Spacefox? Or 24x24?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on November 11, 2015, 12:12:59 pm
This (http://dffd.bay12games.com/file.php?id=10419) is an older version of most of it and Phoebus at 24x24. At some point when I get better at preserving colors I'll try to scale Spacefox up so Dibujors lovely animals are included.

Edit: fixed link.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on November 11, 2015, 04:42:02 pm
You can just use twbt tilesize 24 24 in extradfhack.init. Paste that line there. It will scale it all to 24x24 and should still look pretty decent.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: FortunaDraken on December 04, 2015, 02:24:18 am
Any chance someone has a variant that works for 42.01? I miss my Spacefox dwarves and am not skilled enough to make it work myself :c
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: BenjaminEdward on December 04, 2015, 03:57:56 am
I would LOVE this tileset in 10x10.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nuttycompa on December 05, 2015, 12:15:13 pm
I don't want to see this tileset gone too, so I reverse engineer the original one. :P

PERFORMER-BARD-POET-DANCER-TAVERN KEEPER
(https://i.imgur.com/9IVdO61.png)

Will try to finish library-related job tomorrow.

PS.I take no credit for any of this cute little dwarf, all credit go to Spacefox. ;D
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: machiosabre on December 05, 2015, 07:45:30 pm
nice martini!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nuttycompa on December 06, 2015, 09:56:14 am
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Rendercat on December 06, 2015, 02:24:35 pm

(https://i.imgur.com/EkvdiBQ.png)


These are great.

I've uploaded the files to update the new professions, just patch them over a copy of DF with the tileset installed.

http://dffd.bay12games.com/file.php?id=11395
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: MorphiusFaydal on December 06, 2015, 07:26:47 pm
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)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: FortunaDraken on December 06, 2015, 07:36:03 pm
You glorious person. Testing immediately.

EDIT: Capital A and O seem to be broken from a text point of view (numbers are also broken but eh, numbers), but so far it's working \o\
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on December 06, 2015, 08:00:27 pm
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)

Yesss... thanks, this is great!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: BenjaminEdward on December 06, 2015, 08:05:31 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: FortunaDraken on December 07, 2015, 12:54:19 am
The number issue makes trading very hard XD You can't see how much value of profit the traders are making, and how much things are worth.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nuttycompa on December 07, 2015, 04:38:49 am
Play around a little bit and seem like Bard and Poet tile are switch place. Oops  :-[

Here's my fix
(https://i.imgur.com/MeEGRnI.png)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on December 07, 2015, 07:28:56 am
Use paint.net or something and just replace A and o in the main tileset with the one in the text tileset. There should already be one that doesn't have it already, maybe without the new walls though. Em spacefox_other is the correct one.

 LeoCean Spacefox overrides, don't use LeoCean overrides (that's older) (https://www.dropbox.com/sh/wbnkz8h0205njdj/AABJUDEJbn9dPEbdaZWkwATQa?dl=0) you can just go through the files there and pick out just spacefox other if you wish, it's sill the older version though but it's not like that "tileset" was changed.

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".
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheBloke on December 07, 2015, 08:17:12 am
The invisible plant is Taro - at least, that's the one that I reported a couple of weeks ago.

thanks so much to the guys who have converted for v42!  Haven't been able to try it yet but am looking forward to do so.

LeoCaen, you remember I had massive graphics slowdown/crashes with your new overrides?  I am now on OSX and using fricy's pack that includes your latest overrides.  I no longer get crashes/CPU spikes.  So maybe it was something specific to Windows, or Windows TWBT.  Or it could just be that OSX FPS is so very much lower! :(  I get about 1/3 the FPS on OSX as I do on Windows, on exactly the same hardware (Hackintosh.)  That's unrelated to graphics I think though, it happens even with original ASCII / TWBT off.

Anyway just thought I would let you know that FYI - your latest overrides are running fine on OSX (albeit with the 'bleeding workshop' issue still, but this is confirmed as being an issue in TWBT, nothing you can do about it.)

Thanks again for all your great work.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on December 07, 2015, 08:22:05 am
Mifiki also runs that I think, he doesn't run windows anyways as a main os. Also he updated twbt so maybe that was it. Yeah the plant would have been easy to find looking back a few pages. Thanks though.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheCoolSideofthePIllow on December 07, 2015, 08:28:33 pm
Just wanted to thank everyone who helped updating this wondering tileset. :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: vexxice on December 07, 2015, 09:17:25 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on December 07, 2015, 11:05:57 pm
It worked fine for me when I used the preinstalled spacefox version on the last page that MorphiusFaydal posted. At the very least all the units don't look dead. You may want to change font to Spacefox_16x16_0ther.png so it's more clear.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: FortunaDraken on December 08, 2015, 10:32:36 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: MorphiusFaydal on December 09, 2015, 04:28:40 am
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.

Interestingly I made the "pre-installed" version of it by downloading a fresh copy of 0.42.02 and copy/pasting my modified Spacefox on top it. Did some quick testing then zipped and uploaded.

As it stands now, it looks like Fricy has updated his github repo (https://github.com/fricy/Spacefox) with 0.42.02 and added the new graphics from Nuttycompa to it. I would have tried to fix the various issues earlier, but I was too busy getting stomped by MCSA classes. Sorry.  :-[
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: vexxice on December 09, 2015, 06:35:23 pm
The error was me (as expected). I forgot to update my save game raws.

It looks great! ;) And thanks for trying to help.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: BenjaminEdward on December 09, 2015, 07:39:01 pm
The error was me (as expected). I forgot to update my save game raws.

It looks great! ;) And thanks for trying to help.

Yep. I just assumed that if I put the files in the LNP folder it would update my savegame itself. I think it used to (?). Got it figured out too now :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: snowyscales on December 22, 2015, 05:19:40 pm
This is probably a stupid question, but my LNP (the 42.03 version) is using the wrong set of Spacefox graphics for the walls. I've looked into the Spacefox graphics folder, and it seems to be using this bevelled "Dibujor" overide, instead of the blocky "LeoCean" version that I'm used to. How on earth do I fix it so it uses the LeoCean version?

I, uh, figured it out. Forgot you could choose a different graphics set in the customize tab of the LNP launcher.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on December 22, 2015, 11:43:02 pm
I'm actually the one who added that :'(, I guess you mean you wanted to use the regular spacefox version which is of course included as you said.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: bluesatin on January 01, 2016, 03:58:32 pm
I've got the copy of the Spacefox tileset in the current PeridexisErrant's Bleeding Edge 42.03 and it seems like the Alpaca graphic is set wrong as they look identical to Yaks instead of something similar to the Llama.

I assume it's just a pointer or something that needs fixing, but I couldn't see anything that was set the same with the Yak and Alpaca tiles when I did a quick skim of the files.

To illustrate my point:

(http://i.imgur.com/6nbBYT2.jpg)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 01, 2016, 06:52:08 pm
I've no idea why you are getting that I checked fricy's updates and it is the same as I have which is -

[CREATURE_GRAPHICS:LLAMA]
    [DEFAULT:DIBUJOR_DOMESTIC:9:1:AS_IS:DEFAULT]
    [CHILD:DIBUJOR_DOMESTIC:9:2:AS_IS:DEFAULT]
    [ANIMATED:DIBUJOR_DOMESTIC:9:3:AS_IS:DEFAULT] zombie
    !!!!!SKELETON:DIBUJOR_DOMESTIC:9:4:AS_IS:DEFAULT] skeleton

[CREATURE_GRAPHICS:ALPACA]
    [DEFAULT:DIBUJOR_DOMESTIC:10:1:AS_IS:DEFAULT]
    [CHILD:DIBUJOR_DOMESTIC:10:2:AS_IS:DEFAULT]
    [ANIMATED:DIBUJOR_DOMESTIC:10:3:AS_IS:DEFAULT] zombie
    !!!!!SKELETON:DIBUJOR_DOMESTIC:10:4:AS_IS:DEFAULT] skeleton

!CREATURE_GRAPHICS:MUSKOX]
    [DEFAULT:DIBUJOR_DOMESTIC:11:1:AS_IS:DEFAULT]
    [CHILD:DIBUJOR_DOMESTIC:11:2:AS_IS:DEFAULT]
    [ANIMATED:DIBUJOR_DOMESTIC:11:3:AS_IS:DEFAULT] zombie
    !!!!!SKELETON:DIBUJOR_DOMESTIC:11:4:AS_IS:DEFAULT] skeleton

[CREATURE_GRAPHICS:YAK]
    [DEFAULT:DIBUJOR_DOMESTIC:11:1:AS_IS:DEFAULT]
    [CHILD:DIBUJOR_DOMESTIC:11:2:AS_IS:DEFAULT]
    [ANIMATED:DIBUJOR_DOMESTIC:11:3:AS_IS:DEFAULT] zombie
    !!!!!SKELETON:DIBUJOR_DOMESTIC:11:4:AS_IS:DEFAULT] skeleton

I don't really want to go check the starter pack though so you can check that or fix it by copying and replacing that text in graphics_dibujor_domestic.txt. All I can say is perhaps what I am seeing is that the square the X cursor is in is indeed an Alpaca? Perhaps I may have to update spacefox to 42_04, I know the mayday pack got some nice replacements for the new units that were added.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: bluesatin on January 02, 2016, 04:59:13 am
That's what in my raw files as well LeoCean, so it seems something is going wonky.

The alpaca is definitely using the same graphic as the yak tile, even though there is an alpaca graphic in the Dibujor file.

See this image:

(http://i.imgur.com/EyNKHXV.png)

I assume that the llama is set right, so the alpaca graphic is the one next to it in the Dibujor sprite sheet.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 02, 2016, 05:43:58 am
You're using 42.03 correct? All I can suggest is uploading the save and I'll try to see what's going on. You did check the graphics file in the save and not in the normal directory right? If it's in 42.04 then there's a few reasons it could happen but domestic animals weren't suppose to get human forms in that update.

I stand corrected I just checked on the older version I have and alpacas also show up as yaks so I'll figure it out now.

!CREATURE_GRAPHICS:MUSKOX]
    !DEFAULT:DIBUJOR_DOMESTIC:11:1:AS_IS:DEFAULT]
    !CHILD:DIBUJOR_DOMESTIC:11:2:AS_IS:DEFAULT]
    !ANIMATED:DIBUJOR_DOMESTIC:11:3:AS_IS:DEFAULT] zombie
    !!!!!SKELETON:DIBUJOR_DOMESTIC:11:4:AS_IS:DEFAULT] skeleton

That fixes it. 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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: bluesatin on January 02, 2016, 07:18:41 am
Sorry I should have specified I was using 42.03 at the time.

Mystery solved!

Thanks LeoCean, my beautiful alpacas thank you.

(http://i.imgur.com/Y7LCKe4.jpg)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Spacebat on January 02, 2016, 05:50:14 pm
Just a warning, 42.04 has some significant changes to the raws, so copying a version of Spacefox for 42.03 over them will probably cause problems, like missing out on giant elephants.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 02, 2016, 07:01:29 pm
Doesn't really matter in a sense as new creatures can not appear after you create the world. You'd need to start a new game to even see the new creatures or their variants.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: JCL on January 05, 2016, 07:54:19 am
Variant for 42.04, please  ???
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on January 08, 2016, 01:35:44 pm
/snip
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.
Thx! The blame is mine, at least because you were too lazy to write that file, so I had to get down to it.  ;D

Variant for 42.04, please  ???
K. https://github.com/fricy/Spacefox/releases
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 11, 2016, 05:05:31 am
Clearly no one uses Alpacas or minecart tracks anyways so it's no big deal.  :P As for the new creatures, I think the mayday ones that are being added would be good to add to spacefox, it uses Phobeus ones for the most part anyways. That and Dorens giant animals http://www.bay12forums.com/smf/index.php?topic=137096.msg6716527#msg6716527 or whatever...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: TheCoolSideofthePIllow on January 17, 2016, 11:34:33 pm
It doesn't need to be updated again for 42.05 does it?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Taffer on January 18, 2016, 12:04:28 am
It doesn't need to be updated again for 42.05 does it?

Yes it does. init.txt changed. It should work fine.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: burned on January 18, 2016, 03:31:01 am
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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Taffer on January 18, 2016, 08:27:02 am
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?

Absolutely nothing. Apologies: I was pretty tired when I wrote that, and I was absent-mindedly comparing df_42_04_legacy_s with df_42_05_win_s, rather than comparing the SDL versions.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: burned on January 18, 2016, 01:27:41 pm
. . . Apologies: I was pretty tired when I wrote that . . .

No worries. I was tired as well and thought I missed something. Ha!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on January 18, 2016, 02:24:45 pm
It doesn't need to be updated again for 42.05 does it?
New lizards...
https://github.com/fricy/Spacefox/archive/42.05.zip
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Njals on January 25, 2016, 06:49:16 am
Hi everyone!

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
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on January 25, 2016, 06:55:55 am
Hi everyone!

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
Select Spacefox_16x16_0ther.png. LeoCean is a fan of tiny unreadable numbers.   ;D
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Njals on January 25, 2016, 09:05:35 am
Hi everyone!

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
Select Spacefox_16x16_0ther.png. LeoCean is a fan of tiny unreadable numbers.   ;D
Thanks, that worked as expected!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Quiet-Sun on January 25, 2016, 08:29:56 pm
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

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)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: BlackSmokeDMax on January 25, 2016, 09:49:16 pm
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!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Quiet-Sun on January 25, 2016, 10:42:58 pm

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

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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: BlackSmokeDMax on January 26, 2016, 01:15:10 am

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.

I am normally running 42.04 with the LazyNewbPack, but I downloaded a fresh install of vanilla DF 42.05 into a different spot on my computer, and installed your pack. Everything looks pretty darn good, played for a few seasons and haven't seen any issues at all yet. Besides the lack of TextWillBeText, that is.

Not to sure how to get all those other goodies (DFHack, Dwarf Thereapists, etc.) working at the same time, but may have to look into that at this point. Or maybe there is a quick way to get the LNP to see your version of Spacefox, will be checking into these things/options.

Thanks!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on January 26, 2016, 02:18:15 am
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  ;)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on January 26, 2016, 02:48:39 am
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'm sure as hell going to have a 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... :(
@ BlackSmokeDMax: Hmmm. Permission to tinker with it? Some tiles definetly look better with waifu2x, but hqx produces an overall smoother look.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Quiet-Sun on January 26, 2016, 03:01:03 am
@ BlackSmokeDMax: Hmmm. Permission to tinker with it? Some tiles definetly look better with waifu2x, but hqx produces an overall smoother look.

I assume this question was addressed to me?  Of course you can do anything with it!  to put it in your hands was my ultimate goal! Please let me know if there is anything I can do to help.   And by the way, thank you so much to both of you (fricy and peridexis) for all you do.  Without your efforts I would have never tried this game, and so far I'm loving it!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on January 26, 2016, 03:20:54 am
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...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on January 26, 2016, 03:22:09 am
I assume this question was addressed to me?
/Facepalm.
Sorry. :)

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...
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: BlackSmokeDMax on January 26, 2016, 08:14:25 am
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?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on January 26, 2016, 09:22:16 am
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: BlackSmokeDMax on January 26, 2016, 09:50:27 am
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.


Thanks! Will give that a try. No worries about not messing with it now, I don't want to rush you, certainly not for my one specific case. Are you considering validating that for a future release though?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Quiet-Sun on January 26, 2016, 12:54:16 pm
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...

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?



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.


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).



EDIT:  Looking online I saw that an older DF visual source code is available:

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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on January 26, 2016, 01:53:04 pm
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.

Quote
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. :(

Quote
EDIT:  Looking online I saw that an older DF visual source code is available:
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.
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Quiet-Sun on January 26, 2016, 02:24:18 pm
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.

That's ok.  We work with what we have.




Quote
EDIT:  Looking online I saw that an older DF visual source code is available:
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.
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.

That's a great idea!  I will write to him to see what he things about feasibility.




Quote
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. :(

Which one doesn't support the alpha channel?  this one: https://gist.github.com/sfan5/7827430 ?   The Weifu2x resizing that I did retains transparency.




Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: fricy on January 26, 2016, 03:17:17 pm
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.
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.  :'(
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Quiet-Sun on January 26, 2016, 03:34:24 pm
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.  :'(

Ah I see! let's wait to see if mifki answers.  If we can make a plugin for DFHack that does the upscaling on the fly (based on zoom level), then nobody will need to worry about this ever again and will have the best results.  Barring that, let's try to do it as part of PyLNP.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: mifki on January 26, 2016, 04:34:18 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Quiet-Sun on January 26, 2016, 05:47:45 pm
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?


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.

You are right, I didn't realize that these algorithms work with integer factors of multiplication.  It seems pretty clear now that we are going to have to start by adding such a module to PyLNP after all.   Only then we can automatize the generation of zoomed in fonts that can be used with TWBT in a streamlined manner.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: mifki on January 26, 2016, 06:53:51 pm
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?


It would require publishing TWBT under GPL too (not MIT or anything like that) as I understand.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Quiet-Sun on January 26, 2016, 11:32:17 pm
Hey Guys!  I found another github project with a working waifu2x algorithm that does non-integer upscaling, while retaining transparency.  In includes Windows binaries so we could write a python wrapper and use them (and potentially build binaries for other OSs)  It works like a charm!

https://github.com/tanakamura/waifu2x-converter-cpp

16px:
(https://dl.dropboxusercontent.com/u/408446/DF/Spacefox_16x16.png)

24px:
(https://dl.dropboxusercontent.com/u/408446/DF/Spacefox_24x24.png)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Quiet-Sun on January 28, 2016, 10:49:41 am
Hey Guys!

I wrote a tile resizer routine in Matlab that is very flexible, you can choose starting and ending pixel sizes, whether you want to use HQx (the very same implementation as in Arclance's resizer) or Waifu2x, whether you want to use an exact or integer upscaling factor, and what algorithm you want to use when downsizing to your target resolution.  The results are far superior to my previous iterations because I now deconstruct the image into individual tiles, upscale each separately and then reconstruct the images.   

By far the best combination of options is Waifu2x with integer upscaling and downsizing using Lanczos3 (I'll place some image comparisons later today).  The only problem the tool has is that is Windows only and requires you to download MATLAB Runtime (700Mb).   However, its already in binary form so it's quite straightforward to run.   Would you be interested in the tool, the tilesets, or both?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on January 28, 2016, 11:19:40 pm
Hi everyone!

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
Select Spacefox_16x16_0ther.png. LeoCean is a fan of tiny unreadable numbers.   ;D

Haha, no I like the numbers and the water texture to be together while not being huge numbers :P. It worked before designations came in and people wanted larger numbers.

------------

I'm just going to take a wild guess but do those walls look any different when not engraved compared to smoothed when you resize them to 24x? That's at least one good thing about the twbt tilesize 24 24.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: FortunaDraken on February 22, 2016, 01:55:12 am
Any chance anyone has a working version for 42.06? I miss my Spacefox and I suck at installing graphics myself.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Button on February 22, 2016, 11:07:06 am
Any chance anyone has a working version for 42.06? I miss my Spacefox and I suck at installing graphics myself.

IIRC 42.06 doesn't have any raw changes to files that require modifications for tilesets. The 42.05 version should be fine.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: FortunaDraken on February 22, 2016, 06:23:47 pm
True but the whole "I suck at installing graphics myself" thing still applies. Last time I tried all my dwarves looked like they were dead ;;
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Bavette on February 25, 2016, 09:41:57 am
@FortunaDraken Ok, so, I have had the same problem as you and some others, so I decided to make it easier for me to update new versions to spacefox. The link below should be ready to play, but I make so many modifications that things might be weird. If they are please tell me and I will try my best to fix it up.

https://drive.google.com/file/d/0BzWGpfKWHFCnMFM5cC00S0FpRFE/view?usp=sharing

PS: you are lucky you are cute, kid, I had to reactivate my account just to post this.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: FortunaDraken on February 28, 2016, 02:59:11 am
Aww thank-you! I haven't had a chance to check until now, I will definitely try it out ASAP. Been busy XD
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on March 30, 2016, 06:20:40 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Latta on April 09, 2016, 01:48:51 pm
I used Nopal's graphic(Thanks!) to expand elf graphic a bit. It's a bit... repetitive, though. Guess I'm no artist!
Spoiler (click to show/hide)

And here's respective graphic raw for elves. Change its file path as you need...;)
Oh, and please check if I missed anything, please. It's my first one...
Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on April 10, 2016, 02:33:03 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Max™ on April 11, 2016, 12:59:14 am
Hah, I like the little kung-fu stance for the wrestlers, clever!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on May 06, 2016, 02:14:50 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: JCL on May 11, 2016, 02:53:08 am
Thanks Nopal, good work! Can you put for download spacefox version with already added elves and kobolds ?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on May 12, 2016, 11:18:33 am
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on May 30, 2016, 07:29:42 pm
Is it intentional that your commit from earlier today made all the objects files in the SpaceFox pack identical to the vanilla versions of those files?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on May 30, 2016, 11:39:44 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on May 31, 2016, 02:35:50 am
It's okay. Thanks for keeping it updated.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on June 04, 2016, 12:12:44 pm
I know that Spacefox already gave us permission to use his graphics, but I was wondering, Nopal, is it okay to continue to include your updated versions of Spacefox in Lazy Newb Packs?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on June 05, 2016, 08:40:07 pm
Of course mate!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on June 22, 2016, 01:38:15 am
Nopal, is it hard keeping track of all the creature graphics? It seems kind of confusing having art from several different authors, especially when multiple artists have art drawn for the same creature, and they all organize their art differently. Do you find it confusing too? You don't have any tricks for keeping track of it all do you?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on June 22, 2016, 12:40:00 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on June 25, 2016, 12:11:19 pm
Or if you have all of the files open in notepad++ you can search in all open documents to see if such issue shows up.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on August 26, 2016, 08:16:26 pm
Nopal, I was curious about all your most May 30th edits to the /raw/objects/ files. Specifically, to these files:
Were those changed intentional? Someone was complaining about the changes in PE's thread:

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...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on September 11, 2016, 05:15:09 pm
Nopal, I was curious about all your most May 30th edits to the /raw/objects/ files. Specifically, to these files:

Were those changed intentional?

Just an update to this, the changes to the files listed below were likely unintentional. It looks like they were accidentally replaced with their vanilla counterparts, so they have been reverted on the GitHub.

I'm still not sure about the changes to "plant_standard.txt", though.

-----------------

Also, I've been working on a new TWBT text tilesheet.

Current text:
Spoiler (click to show/hide)


New text:
Spoiler (click to show/hide)

This change reduces the space between text, which makes it a bit easier to read, imo. Spacefox users, does this new text seem like an improvement?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on September 11, 2016, 06:56:33 pm
Yes, certainly an improvement!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: daagar on September 12, 2016, 10:15:15 pm
That's more than just an improvement. That's almost night and day. I love it.


EDIT: I'm still clicking the pictures, but I can't download the awesome! Rectify this!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on September 14, 2016, 05:19:19 am
That is way better than the current one. It makes it look like a newer game.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on September 15, 2016, 03:12:00 pm
The disadvantage to narrower text is that it also makes the map more narrow. (Text and maps both use the same tilesheet.) Since the map is only viewed at the beginning of the world, I don't think it's that big of a deal. Having narrow text is worth it, in my opinion.

The rivers have a green background in the current version. It looks pretty good most the time.
Spoiler: more narrow map (click to show/hide)

Rivers with green grass look kind of weird going through badlands and deserts, though.
Spoiler: desert (click to show/hide)
Spoiler: badlands (click to show/hide)

The green border is also used on roads and walls, but green borders don't seem too bad in the spots.
Spoiler: walls (click to show/hide)
Spoiler: roads (click to show/hide)
I think it looks good on the roads.

Here's the current version of the text tilesheet for anyone who wants to try it out:
Spoiler: tilesheet (click to show/hide)
Intended for use with the TWBT version of Spacefox as the Text Tilesheet.

Edit: added comparison images without the green borders.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: feelotraveller on September 16, 2016, 01:18:24 am
Apologies: wrong thread.  :-[
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: daagar on September 16, 2016, 10:45:05 pm
Thank you for the tilesheet. Excellent font.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Rose on September 16, 2016, 11:01:57 pm
What's strange about some greenery on the edge of a river in an otherwise arid area?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on October 15, 2016, 08:34:43 pm
Why do the railroad track end caps all have the same orientation in Spacefox? Doesn't this look weird on draw bridges?
(http://i.imgur.com/W4NuC8U.png)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Meph on October 16, 2016, 04:38:59 am
Its using TWBT for those.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on October 16, 2016, 06:22:12 am
Yeah, those pieces are all rotated in Dorren's TWBT overrides. I was wondering why Spacefox had them all the same in the original (before TWBT existed). He must be using a different perspective. Most packs show the track end pieces and the drawbridge from an overhead view, but Spacefox must be showing them sort of from a side view. The minecart track end pieces are probably supposed to look like a barrier as seen from the side.

For the drawbridge, the pieces are probably supposed to look like they are on top of the bridge, something like this:
Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 18, 2016, 03:15:15 am
Spacefox did it... Anyways it's like how the railroad tracks were messed up and alpacas were broken for a long time, because no one who commented used them. Including me :P.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on October 18, 2016, 06:58:49 am
I just found the Alpaca stuff. I was worried at first. My version of Mayday has 33639 lines that start with `!` and end with `]`. But it's probably fine since I only comment out professions and not creatures themselves.
Spoiler (click to show/hide)


I think the tracks may still be messed up in non-TwbT Spacefox, but maybe it's supposed to look like a mono rail?

Current Non-TwbT Spacefox tracks:
(http://i.imgur.com/RifNfAT.png)

TwbT Spacefox tracks:
Spoiler (click to show/hide)

Original Spacefox tracks:
Spoiler (click to show/hide)

Edit: It looks like even with TwbT overrides, the "invert" status in the d_init file makes a difference. Here's what the tracks looks like with TwbT with the tracks inverted in the d_init:
Spoiler (click to show/hide)

Maybe there's a way to make tracks look good no matter if TwbT is on or off.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on October 18, 2016, 04:54:58 pm
You're forgetting that is the phoebus tracks, that look like the monorail. Which admittedly should not have been the default track. It was probably the default one because of the embark map. I am pretty sure in my last upload I fixed the alpacas. Idk if I did for certain though, but I know I fixed it on my end :P. It was another creature that messed up the alpaca graphic, because it was missing something in the graphics.txt file. But seeing as the tracks were fixed and it was at that time that I learned about the alpaca they were both likely fixed?

The inverted twbt tracks you showed did not get the color of the ground, which is good and bad. It all depends on the player I guess. Whats with all the grates on the walls? Set up for engraving? The way to make the original spacefox tracks look better would to be to place the tracks ontop of the ground graphic and merge them but it may need to be fiddled with and tested to make sure the ground tile does not effect the tracks clarity and makes it so it's not just that bland grey it has now.

Yeah I post the fix here as fricy was uploading the pack by that time probably. My latest edits are in 2015 on my computer, I must have deleted any newer versions as they ended up taking up space I needed...
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on October 18, 2016, 05:28:32 pm
I was wondering why it was using the Phoebus tracks.

Fricy made a commit that fixed the alpacas in January. I think the tracks were fixed for TWBT users in December.

I'm not sure about the grates. It's a community game. It looks like someone might have a goal of decorating all the walls with grates.

Cudgelgranite:
Fortress Tour:

Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on October 25, 2016, 05:31:05 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on October 28, 2016, 10:40:11 am
Great job, Nopal!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on October 31, 2016, 07:18:06 pm
Greetings!

Is there still a group effort to complete this title set? I think this is the best titleset so far, but a lot of tiles are still missing. Im just wondering if I should give up hope..

Can some one explain to me what is the master branch as well? And how to use it with the PyLNP?

Thanks guys, keep dwarfing.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on October 31, 2016, 08:23:34 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on October 31, 2016, 09:01:58 pm
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 a lot for the instructions. I did as you wrote and it seems to work. I have to use it with TWBT otherwise things get funky.

Nevertheless, it seems to be missing some creatures tiles, like fox, giant bluejay, giant coyote. Not a big deal, but this is why i was asking about the work in progress. Is there a way maybe to merge tile sets? I notice that some animals are from other graphics sets.

Anyhow, thanks a lot.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on October 31, 2016, 09:11:40 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on November 01, 2016, 05:52:27 pm
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.

Hi, i did that. It didn work somehow. I followed everystep, twice. But when I load the game Im still missing; Giant BlueJay, Stray Fox, Stray Giant Tiercel, Skink (Not Skunk) and Giant Coyote, tiles.

Its interesting becouse I searched the doren04204.txt file, for those words and couldn´t find it. So, even though Im sure I updated the graphic set somehow, those textures doesn´t exist. However i did find them on the doren.critterman.txt

They have the config there, but enven so the tiles keep appearing as letters.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on November 01, 2016, 08:01:21 pm
Coyote, Giant Coyote, Fox, and all the Peregrine Falcons have graphics for me in regular Spacefox. The "graphics_doren_04204.txt" file and /doren/04204.png file should have added Giant Bluejay and Giant Fox.

If you are adding the files manually, are you also adding them to your save files? You're not on Linux, are you? If you're are Linux, you might try Enay's Linux Lazy Newb Pack (http://www.bay12forums.com/smf/index.php?topic=156011.0). I think there is a graphics problem on some Linux distributions that his pack might fix.

It doesn't look like Spacefox has any of the new lizards, such as the Skink. I'll try to add the get those added. Thanks for the reports!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on November 01, 2016, 09:12:51 pm
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.

Im on windows, i did update the save files, PyLNP gives me the option to do it so.

 Do you think maybe the problem has to do with the TWBT mode?

You probably know this already, but I think Mephs tiles, has a lot of cool creatures in it. Maybe it can be of some use? Specially cave creatures. here´s the link:

http://www.bay12forums.com/smf/index.php?topic=161256.0

Thanks for working on this. Im really glad to see this is not dead. Tell me if I can help in any manner.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on November 01, 2016, 09:52:38 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on November 01, 2016, 10:21:42 pm
I make these four sprites just in case

(http://i.imgur.com/ujUfOjj.png)

-Skink
-Stray Giant Tiercel
-Stray Fox
-Stray Baby Fox

Those are great!

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?

I don't know if TwbT would have any effect on this. Also, I haven't played with cages any. Do other animals look just fine in the cages? Could you give an example of a couple of the animals that look okay in cages?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on November 02, 2016, 04:48:27 am
I'm not 100% if anyone working on spacefox even added graphics for any of the new creatures besides the main civs. I was just going to add the cool ones the guy working on ironhand/phoebus made ;p, then I died... *I am a ghost* It'd be best to check them with other packs like phoebus since phoebus graphics files besides the main civs and the domestic animals should be the same. Not 100% sure but they did look it.

As for animals in cages if they are (b)uilt I think they should show up as letters and if they are just sitting in your stockpile they show their animal. You could test this by releasing them on your unsuspecting dwarves after reloading then kill the dwarf fortress process so you don't lose save data, unless you do it when seasons are changing.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on November 02, 2016, 08:48:37 am
Ok, New discoveries.

Turns out that some animals when I released them from the built cages had sprites. The Giant Coyote, and the Fox for exemple. The Giant Blue Jay, and Giant Cardinal, still dont have it. I tried them in stockpile, built cages and released. The same goes for Skink.

By the way, Nopal Fox looks wayy cooler than the fox i just saw.

Jecowa, can you try to build cages with your animals to see if they showup as letters or tiles?

The bobcat for exemple, shows in the stockpile, shows when released, but it doesnt show when in built cages. Which confirms that animals on built cages are shown as letters only.

@Nopal

What software are you using to create those?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on November 02, 2016, 03:11:03 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on November 05, 2016, 02:52:08 pm
@Nopal

What software are you using to create those?

I used GIMP.
https://www.gimp.org/

Hey thanks! Do you use a digital pen to draw or you go by mouse?
I really want to see this pack through! Im gonna try it.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on November 05, 2016, 09:40:21 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on November 08, 2016, 01:19:44 pm
Nopal, I posted your four animal graphics to the GitHub. Hope that's okay.

There's a few other new lizards that could use some graphics, if you wanted to draw some more:

If you wanted to draw giant versions of these and the Skink, that would be cool too. I don't mind doing the text files if you don't like messing with those.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on November 08, 2016, 06:13:20 pm
Thanks jecowa!

I really wish i understood GIMP enough to contribute. For now im studing it. Soon I hope.

Thanks for you to Nopal, awsome graphics.


Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on November 08, 2016, 07:04:47 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on November 09, 2016, 05:57:02 pm
Im sad.

I got the latets download on gitub to se the new lizards. But after I unziped it to the lnp proper folder, the interface for LyLNP stoped showing me a option to install space´fox graphics.

Can you guys give me any tips on how to doit properly?

Thanks a lot.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on November 09, 2016, 06:32:01 pm
The one from GitHub is for DF v0.43.05. Here's what you should do:

Download the old version of Spacefox for DF v0.43.03. https://github.com/DFgraphics/Spacefox/releases/tag/43.03

From this old version, take the manifest.json file and the /raw/objects/ folder and put them into the new Spacefox.

Replacing the objects folder makes it compatible with the older version. Replacing the manifest.json lets the Lazy Newb Pack know that it's compatible.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on November 10, 2016, 05:20:58 pm
This is what I did.

Unzipped 43.05 to LNP/GRAPHICS/SPACEFOX
Unzipped 43.03 Manifest, and Objects. Taking care to substitute files and etc
Reinstalled Spacefox, using PyLNP

When I ran the game, remember that I mentioned that I had a skink in a cage in my stockpile, the giant skink tile started to show the lizard. But the funny thing is that, it showed a diferent tile than the one Nopal posted.

And now I understood why. This happend becouse Nopal just gave you the giant skink tile. The updated version on Github, still doesnt have the new tiles he just posted.

I feel like im getting a hang of this :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on November 10, 2016, 08:18:42 pm
There have probably been some update on the GitHub since you downloaded. Nopal's giant skink and the others are up there now. But the newest is only in the release for DF v0.43.05. https://github.com/DFgraphics/Spacefox/releases
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on November 15, 2016, 02:37:17 pm
Working like a charm. Thanks Jecowa.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: a_bee on December 01, 2016, 07:23:08 pm
thank for the great work. i love this graphicset.

i encounter problem. no distinction between rough wall and rough floor, its dolomite.
using 43.05 set on 43.03 LNP like jecowa said.
how to fix it?
Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on December 11, 2016, 11:21:35 pm
That has to be from mods or someone mad mistakes ;o

inorganic_stone_layer should have this

==INORGANIC:DOLOMITE==
==USE_MATERIAL_TEMPLATE:STONE_TEMPLATE==
==STATE_NAME_ADJ:ALL_SOLID:dolomite==DISPLAY_COLOR:7:7:1==TILE:137==REACTION_CLASS:FLUX

My guess is it doesn't? Or maybe the overrides are overriding that tile? Try smoothing it and see if it changes. And holy fuck why can I not post that normally. I get a stupid "The message body was left empty".... I know I've seen people post that shit before.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: sirtomsalot on December 21, 2016, 02:46:45 pm
Hello.

Noticed some incorrect path variable at the latest release (43.05e).

File raw/graphics_jecowa_lizardmen.txt has line:
[FILE:Jecowa/lizard_men.png]
should be [FILE:jecowa/lizard_men.png]
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on December 30, 2016, 09:25:23 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: daagar on December 30, 2016, 10:04:51 pm
I assume Atreyu was already there from an update you made earlier then? :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on December 31, 2016, 02:12:41 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on December 31, 2016, 08:57:38 pm
Hi, I make another small graphical update in the GitHub (https://github.com/DFgraphics/Spacefox).

Awesome!  Just remember to create a new release with your changes, so people know they're finished and download it :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Liongate on January 15, 2017, 08:48:38 am
I really like this set as well.
I would like a simplified farm tittle tho. The farm tittle is not really simplified and when zoomed out its hard to tell is there something growing or not.
Maybe just a somewhat wavy brown title with 2 sprouting leafs?

Other than that I really like the set.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: you.fail.me on February 22, 2017, 04:12:51 pm
Hey guys. I'm using df lnp for linux, running it on ubuntu x64, using spacefox tileset, but it seems to me that it doesn't work right -
1) I don't have those cyanide&happiness-like dwarves, instead only few drarf tiles, where dwarves look as if they were lying on the ground instead on standing
2) really ugly, so ugly that it makes the game barely playable detailed wall tiles. Looks like they're just random tiles of any kind, plz, take a look:
(http://pix.toile-libre.org/upload/original/1487797440.png)

Here you can see dwarf tiles that look as if they're lying on the ground, random tiles that should have been detailed wall, etc. on the left & right there's just a smoothed rock floors and walls. Btw, those "lying dwarf" tiles are used for detailed stone as well as for the dwarves themselves... (Also I have a bed tile used for puddingstone, really ugly as well, don't have nice tiles for animals, ascii chars instead. This is not the full list of issues, just to provide the picture). I remember I used to play with spacefox tileset on windows and didn't have such issues, so I'm pretty sure it's a bug but not an intended thing.

Could anybody please, point me to what could go wrong and how can I fix it? df v40.24
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: burned on February 22, 2017, 08:28:32 pm
Detailed walls are not random tiles, so much as they are the glyphs the dwarves have engraved.
More info on how to toggle this off and on located on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Engraving#Toggling).


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. Maybe mention it in the LNP thread, since it's come up before in this thread (http://www.bay12forums.com/smf/index.php?topic=129219.msg6654980#msg6654980).

Hope that helps.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: you.fail.me on February 23, 2017, 04:05:20 pm
Thank you very much! Maybe you have some tips for me regarding making dwarf tiles use more tiles, shipped with spacefox tileset (now they're all the same instead of various) and animal tiles (they're currently displayed with ascii)?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: burned on February 23, 2017, 05:01:55 pm
Tips?

I'm just guessing based on what you said. You mentioned that only dead dwarves show up ("they're lying on the ground") - a dead tile (dwarf or other) is always pulled from the character tileset. You can change the character tileset for an existing save via the init, but you cannot change the creature tileset via the init with an existing save. You have to update the save file.

To reiterate, whether the LNP was supposed to take care of that for you or not, I don't know. Since it did not, you have to take care of it manually.

Update your save file and see if that solves your problem.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: PeridexisErrant on February 23, 2017, 05:50:48 pm
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.

@you.failed.me - you should indeed have clicked "yes" when PyLNP asked if you wanted to update savegame graphics.  Reinstall Spacefox and if you choose this option it should work.

@burned - it's optional because this is a potentially lossy option, and people playing with ASCII variants usually won't want to update saves.  But for raw-editing graphics packs, it's essential!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: burned on February 23, 2017, 06:07:38 pm
Understood. Thanks for the clarification.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: FortunaDraken on May 03, 2017, 09:13:34 am
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Obsidian Soul on May 03, 2017, 12:51:25 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on May 03, 2017, 03:39:25 pm
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: FortunaDraken on May 03, 2017, 07:09:24 pm
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.
Doesn't work, unfortunately. Didn't break my game either, just isn't changing the door sprites.

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.

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 as
Code: [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]
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Obsidian Soul on May 03, 2017, 10:18:40 pm
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.

They've always existed. :P They're just called "portals" not "doors" ingame. I have no idea where they are defined (by default) though. >.<


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 as
Code: [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]
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: FortunaDraken on May 03, 2017, 10:43:45 pm

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 as
Code: [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]
Hey that worked! Great success, I now have green coloured doors instead of 0s. Thanks!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Obsidian Soul on May 04, 2017, 01:50:17 am
Awesome.  :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on December 05, 2017, 01:49:24 am
I was looking for some people familiar with Spacefox. We need a place to put a graphic for the new Pedestal. I think tiles 182 and 231 might be available. Has anyone seen either of these in use in-game? (They are marked in red in the tilesheet attached to the spoiler.)

Spoiler: Unused Spacefox Tiles? (click to show/hide)

Actually, I'm seeing on the wiki (http://dwarffortresswiki.org/DF2014:Tilesets) that tile 182 (the wall-looking tile) is used for Shrubland. But that doesn't look like a shrub.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: CLA on December 05, 2017, 05:49:28 am
You made a mistake. 231 (the other tile you marked) is used for shrubland (and saplings amongst others).  By default, 182 is only used for tree branches, but can be changed in the init files. You could change it to 183 (which on spacefox apparently is identical), and it would be freed up.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on December 05, 2017, 01:37:23 pm
Thanks for the correction, CLA! It turns out it was actually tile 182 that was open. I had tile 182 circled at first. But then made a typo and typed 183. Then I saw that I didn't circle 183 and went back and circled 183.

So the Pedestal in the 182 spot (spot with minecraft sugarcane / reed) now. Thanks for the Pedestal graphic and help, CLA!
Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: CLA on December 05, 2017, 03:39:38 pm
Now that I see it together with the rest of the tileset, it'd be a shame not make it a bi more tolerable. I sent a pull request.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on December 05, 2017, 04:46:27 pm
Thanks, that looks a lot better! It's merged now.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on December 06, 2017, 01:19:51 pm
In the original spacefox 182/183 were slightly different. Those are updated walls by Dubejor?. 182 isn't even used in the d_init it uses 185, though it says it use to use 182.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on December 06, 2017, 05:10:39 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on December 06, 2017, 07:16:22 pm
Those look great, Nopal! I'm not sure what the Monster Slayer job is, though.

There's no new creatures; just 5 new Professions plus Pedestal and Display Case.

Five new professions:
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on December 07, 2017, 12:00:47 am
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on December 07, 2017, 03:43:28 am
Those looks great, Nopal! Do you want to put it on the main dwarf tilesheet or do you want to add it as-is? If you want to add it to the pack as-is, here's a text file that should probably work with it:
Feel free to rename the stuff on it to whatever. I'm fine with whatever you want.
If you don't want to mess with the GitHub stuff and want me to do it, that's fine too.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on December 07, 2017, 08:16:04 pm
<Deleted>
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on December 07, 2017, 10:32:03 pm
There's things I like about both methods. The good thing about separate sheets is that it's less work; it's harder to miscount the tiles; and it can make it easier to see who drew which graphics. I'm going to go ahead and release it like that. If you really like them all in one sheet, feel free to move them around however you like.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Farrel on December 14, 2017, 11:32:31 am
If this graphics pack is still being updated, maybe it's worth my mentioning, there is a typo in two of the files.

graphics_nopal_animals.txt
and
graphics_nopal_e_vermins.txt

Line 3

[OBJECTS:GRAPHICS] should be [OBJECT:GRAPHICS]

Also... Hi! I made an account just to write this and maybe help out a bit with my favourite graphics set :D
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on December 14, 2017, 08:14:52 pm
Thank you for the fixes, Farrel! I see Nopal has already fixed it for the next release.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Farrel on December 15, 2017, 08:50:36 am
Ahh, awesome! I figured it'd be a shame if I didn't mention and no one else had spotted. Most of the affected creatures don't seem to spawn so often.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on December 15, 2017, 05:31:41 pm
Yeah, it might not have been fixed for a while if you didn't point it out. Thanks for the help.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on April 29, 2018, 04:46:49 pm
Sup, here's some goblin and elf graphics for the new professions.

(https://i.imgur.com/JRAYFNT.png)
left to right
First Line [GOBLIN]
MONK, PILGRIM, PROPHET, CRIMINAL, PEDDLER
Second Line [ELF]
-same as above-
Fourth Line [CREATURE:CRAB]
DEFAULT, CHILD, GIANT
Fifth Line [CREATURE:HORSESHOE_CRAB]
-same as above-
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on May 05, 2018, 05:44:53 pm
Nice! Looks like Spacefox has new profession graphics four all the major races now.
And those crabs are pretty cute too!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Pvt. Pirate on May 06, 2018, 11:44:24 am
Nice! Looks like Spacefox has new profession graphics four all the major races now.
And those crabs are pretty cute too!
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 :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on May 06, 2018, 11:56:15 am
"Cute" seems like the main theme of this pack.

(http://i.imgur.com/IdvqP84.png)

The most adorfable dwarves here.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Pvt. Pirate on May 06, 2018, 11:58:51 am
"Cute" seems like the main theme of this pack.

(http://i.imgur.com/IdvqP84.png)

The most adorfable dwarves here.
i know and i just wanted to point out it being great art and great work, but not my taste.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Burneddi on May 10, 2018, 01:48:04 pm
This is my favourite tileset. I haven't played for a while, so when I installed the latest version of PeridexisErrant's pack, I noticed that the cart and the workshops were composed of some weird-looking tiles:

(https://i.imgur.com/jeHV31T.png)
(https://i.imgur.com/t6iTSJA.png)

I seem to remember workshops having pretty tiles according to their type, and I don't think the cart used to look like this either. Is this some bug caused by the new versions of dfhack/TWBT/whatever?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Meph on May 10, 2018, 01:53:03 pm
This seems to be a lack of TWBT, not a bug. As if the entire plugin wasn't running.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Burneddi on May 10, 2018, 02:22:13 pm
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?

Just to be sure I did a fresh download of PE's starter pack, and the problem persists. I also tried manually installing the tileset on top of the starter pack to no avail. I'm too tired right now to try and set up DF with all the bells and whistles from scratch to see if it's caused by PyLNP, though.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Meph on May 10, 2018, 02:24:41 pm
Oh, yeah, if multilevel works, then TWBT is active.

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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Burneddi on May 10, 2018, 02:53:12 pm
Oh, yeah, if multilevel works, then TWBT is active.

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.
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.

(https://i.imgur.com/8EeWxKn.png)

For what it's worth, the Phoebus set in PE's starter pack seemed to have the same file structure. Didn't test to see if it worked. Meph tileset worked, but does not have separate twbt directories in its files.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on May 10, 2018, 03:32:52 pm
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.
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.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Burneddi on May 11, 2018, 12:52:05 am
I did all of that and now my creature sprites have transparent backgrounds like they should, and the wagon looks correct. However, I noticed some of these shrubs have non-transparent backgrounds:

(https://i.imgur.com/nuRnYAV.png)

Is there something I can do to make these backgrounds transparent as well?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on May 11, 2018, 03:29:54 am
Thank you for the report. From the the black backgrounds, it looks like those two tiles (147 & 166) don't support transparency. I'll fix it in the next update. Please let me know if you see others.

I'll upload a fix for that file in a few minutes.

(https://github.com/DFgraphics/Spacefox/blob/master/data/twbt_art/Spacefox_16x16_Next.png?raw=true)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Burneddi on May 12, 2018, 01:15:35 am
Thanks for taking the time to maintain this tileset.

Should the tree/pillar tiles also be changed to have transparency? Currently in the screenshot they have brown backgrounds. Though I'm not sure how it would look like if they had transparency if the same tile is used for constructed pillars.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Rose on May 12, 2018, 01:49:08 am
Transparency can't work for tree trunks because there's nothing behind them to show.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on May 12, 2018, 03:47:30 am
My strategy was to apply the transparency effect to everything and revert them as problems were discovered. I tested transparent backgrounds on trees, boulders, and flowers, but they looked bad like with the cactus and grass.

The brown background is because the tree trunk is brown. Even though transparency doesn't work with the tree trunk, i can use the multi-layer rendering feature to apply some green on top. It might look odd in areas where there is no grass around the trees, but that's probably rare.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Burneddi on May 15, 2018, 05:54:10 am
My gypsum walls look like this:

(https://i.imgur.com/kdlhdP0.png)

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)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: valfrend on June 18, 2018, 12:49:45 am
Firstly, amazing tileset, the best for me :)

Secondly, i always have problems like @Burneddi with gold tilesets, they look like in the picture above.
Could youp ls look into this? This gold tiles makes my fort look very ugly, i am having problems seeing where the walls ends.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: HellishINC on June 21, 2018, 09:08:15 pm
Anyone know if the 44.10 version of this tileset work on 44.09? Sadly there's no old version archive for linux LNPs so I gotta do it myself.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on June 24, 2018, 01:51:10 am
Yeah, on the releases page (https://github.com/DFgraphics/Spacefox/releases) it says it good for every version from 0.44.07 to 0.44.10. 
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on June 28, 2018, 07:36:54 pm
MESSENGER profession graphics
(https://i.imgur.com/T8YbLGB.png)
[goblo] [elf] [human] [dorf]
also
gorlak and [CHILD]
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on June 29, 2018, 01:14:35 am
Nice, Nopal!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nuttycompa on June 29, 2018, 08:47:30 am
You beat me to it!

Anyway, Nice job!
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on June 29, 2018, 11:23:02 am
My gypsum walls look like this:

Spoiler: gypsum screenshot (click to show/hide)

Is this a bug in the tileset?

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.

EDIT: Also, is this bee sprite something transparency can be applied to?
(https://i.imgur.com/mMLwKiS.png)

Last I remember, Vermin can't use transparency yet. (Vermin graphics are handled differently for some reason.) Vordak or Mifki might have more up-to-date info on this than me. I'll do some testing later to see if they can use it yet, though.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on June 29, 2018, 12:49:52 pm
@jecowa Your help typing the graphics text is much appreciated. The folder's name should be jecowa/nopal by now.
@Nuttycompa Thank you, I worked fast this time.

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?
(https://i.imgur.com/KzgGEjE.png)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on June 30, 2018, 03:02:35 am
Oh, I think I figured out the Gypsum problem. My bad. It looks like Burneddi is probably using the TWBT-Next version. Tile 157 is used by both those mineral walls and by bowls / pestles. Giving bowls transparent backgrounds took away the backgrounds from the Gypsum walls too.

I'm not really an expert in all the rocks and stuff (or much of anything), but that new Gypsum wall looks good to me, Nopal. Then the bowl/pestle can use an override.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on June 30, 2018, 05:42:01 pm
Thanks for the report, Burneddi. Hopefully Gold and Gypsum ore walls look good now. If there were problems with these walls, though, there's probably problems with other walls too. Please let me know if you see anything else that looks wrong.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: valfrend on July 04, 2018, 02:37:50 pm
The gypsum wall is fixed now :) Thank You jecowa/Nopal for such a fast respone. You are amazing guys.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Steampunkgears on July 09, 2018, 02:51:18 pm
Hey Guys, I am still new-ish to DF and had a concern with spacefox graphic tileset. I was following along with a youtuber who was using spacefox about a year ago. and I noticed that the up/down stairs icon on his was visually a up/down stairs image. Meanwhile on mine its represented by a big X. I spent some time trying to understand if something was wrong and still don't know if spacefox's up/down stairs are supposed to be represented by a X or if the override is not working. I can add photo attachments if i'm not explaining things entirely clear.

I also spent some hours messing with the override files and understanding them. I found a series of lines that I assume overrrides 88 and replaces it with _Dorenitems 96 - which looks like it would line up with the stairs on dorenitems.
The following lines are what I was referring to
#Up down stairs#
#[OVERRIDE:88:T:ConstructedStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:FeatureStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:FrozenStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:Grass1StairUD:dorenitems24:96::]
#[OVERRIDE:88:T:Grass2StairUD:dorenitems24:96::]
#[OVERRIDE:88:T:LavaStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:MineralStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:SoilStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:StoneStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:UnderworldGateStairUD:dorenitems24:96::]


also after reading some of the comment lines in the override file im not entierly sure if the override runs by default or not, so some clarity on that would be appreciated.

Thanks in advance for taking the time to help.

heres a link to what im talking about https://imgur.com/a/Jhrtrnq (https://imgur.com/a/Jhrtrnq)

Edit- So have confirmed after much forum searching that the u/d stairs and a number of other things I was seeing on the video I was watching was I believe Doren overrides. still the above question on how to get it to work alludes me.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Steampunkgears on July 10, 2018, 12:34:27 pm
So a big nevermind. I found out that what I was trying...WAS what i needed to be doing and I simply didnt move all the files over.

 Just to clarify I moved all the art files from Dwarf_Fortress\Dwarf Fortress 0.44.10\raw\art to Dwarf Fortress 0.44.10\data\art
Then I moved the override file from Dwarf Fortress 0.44.10\raw\init to Dwarf Fortress 0.44.10\data\init

^ those are the only steps I did to get it to work. I assumed that was all that needed to be done.

Thanks again

Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on July 10, 2018, 11:10:45 pm
For the gypsum wall issue couldn't you just have overridden bowls/pestles? It's been awhile so I'm not sure they have a override, would be quickest just to check meph's graphics set to see. If you wanted.

@steampunkgears
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:
  • 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.
This will give you dwarves and creatures without the background around them.
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.

That and one of your issues was you were looking at #[OVERRIDE:88:T:ConstructedStairUD:dorenitems24:96::], # comments things out. So that means that override wasn't active.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Steampunkgears on July 11, 2018, 02:13:54 am
@LeoCean

 As for the # infront of the lines in the init file - I realized that there was another set of lines that were currently active which are your stairs which im fine with  ;)

As for the information above I had a few questions.

 1: Im assuming the folders with the name twbt_ in front of raw,init,graphics,art are no longer named as such as there are just raw,init,graphics,art inside the LNP folder.

 2: "Right-click and "save link as" or whatever for onLoad_gfx_Spacefox.init"   - right click on what exactly, and if its a folder I have never seen "save as link" in windows 10.


So far I THINK i got what i need working and here is a link to a screen shot of what i can see. https://imgur.com/a/kGf4OwK (https://imgur.com/a/kGf4OwK) https://imgur.com/a/gYmSrE7 (https://imgur.com/a/gYmSrE7)
 I have noted a few changes that have worked such as the bridge, minerals and UD stairs showing the correct graphics now.

again thx for the help hopfully I did all the things right and if not someone will point it out lol.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on July 12, 2018, 12:38:43 am
They must default to using non twbt mode for spacefox. What you did was correct by moving it from the "fake folder"  \raw\art and so on since I am pretty sure that isn't a df folder just one used to store those files but not activating them.

1. Would make so much more sense if they were named twbt_raw\art and so on since they can't work as raw\art anyways it would just confuse people. Heck it should be named if_you_want_twbt_move_these\art.  :P

2. Idk what that rock click and save link is about he wrote it not me, I just quoted him. Anyways that folder seems to be a default in there anyways so that info was redundant. - Actually you have to copy over onLoad_gfx_Spacefox.init manually to either LNP\graphics\Spacefox\raw (it's in LNP\graphics\Spacefox). It's best to just copy and paste in the LNP\graphics folder,  the tileset folder you want to change so you don't have to mess around to much and have an original in case you mess up. Wish they'd just add a twbt version this looks like a pain for noobs and experienced people if they want to use the twbt version since they will think they have everything already but don't. I know Dastactic is doing a let's play with spacefox but he does not have all of the twbt stuff included.

onLoad_gfx_Spacefox.init adds transparency, it could add other things but for now that's all it has.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Steampunkgears on July 12, 2018, 10:59:34 pm
So just to clarify on the onLoad_gfx_spacefox

 So I basically move it from "LNP\graphics\Spacefox" to "LNP\graphics\Spacefox\raw" and do i need to go into LNP at that point and make sure I refresh/install graphics and updates saves? or can I manually drag it into Dwarf Fortress 0.44.10 folder somewhere to get it to manually work>? I see a onLoad_gfx_phoebus inside the Primary folder is why I ask. thanks again for the help.  8)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on July 13, 2018, 03:50:36 am
You should probably just manually copy it to Dwarf Fortress 0.44.10\raw, I don't think it needs to be in the save files. Problems would probably arise if your LNP\graphics\Spacefox is different than the version in Dwarf Fortress 0.44.10\raw ect.. Just graphically it wouldn't break saves since the only changes you are really making is graphics.

You should be able to notice transparency(different tiles/ground tiles) under your units/furniture if it is working.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Steampunkgears on July 13, 2018, 08:33:27 pm
ok I will give it a shot. thanks for the help and will post more if I have questions.  ;D

update - here is a screenshot of my dining area and peeps in it. https://imgur.com/a/UcYl4JK (https://imgur.com/a/UcYl4JK)
I feel like it didn't work. im not going insane about it but I would like to figure out how that works if it did not work.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on July 13, 2018, 09:00:58 pm
That looks like it worked because I can see original stone tiles underneath the units + the chairs, you can try screenshoting it for yourself in that area then save and reload without it active to see if there is a difference.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: gustavoghe on September 19, 2018, 08:45:23 pm
Is there still someone updating this?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: denemelikfierro@gmail.com on November 17, 2018, 10:05:36 pm
Is there still someone updating this?

I was wondering the same thing.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jocke the beast on January 22, 2019, 08:58:28 am
So, I never really used any tileset before but Spacefox looks really nice  so I thought I'd ty it out.

Does it work with the latest version of DF? Or is it lacking some "new" tiles so it will display wrong tiles?

Sorry for dumb questions but I have not experience playing with tiles.

Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Marlhin on January 25, 2019, 01:43:21 pm
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:
  • 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.
This will give you dwarves and creatures without the background around them.
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.

I am using the Lazy Newb Pack on Linux and I don't have transparency at all. I tried to follow your steps but /LNP/Graphics/Spacefox/data/ does not include twbt_art or twbt_init. I have found these folders within my df_linux/data folder but there are only a couple of Phoebus_*.png's so I guess copying them into the Spacefox folder won't do.

On Windows with Peridexis' Newb Pack everything works like expected.

So I guess it is a packaging problem of Lazy Newb Pack for Linux.

Is it possible for someone to upload his/her Spacefox folder (zipped) so that I can replace mine?


@jocke the beast: Afaik the tileset should work flawlessly with the current DF version (44.12).
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on February 05, 2019, 11:25:36 am
Just copy your windows version(Peridexis' Newb Pack) over to your linux version? There should be no difference in the titleset between the 2, or there shouldn't be.(at most there'd be a added file which has nothing to do with the actual tileset)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Greenbane on April 11, 2019, 08:49:17 am
@jocke the beast: Afaik the tileset should work flawlessly with the current DF version (44.12).

Really? Nothing missing? The last version appears to be over five years old.

EDIT: Apparently, there's this version (https://github.com/DFgraphics/Spacefox) as well.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Pvt. Pirate on April 11, 2019, 09:53:44 am
i cannot confirm that would work.
just copying the art and inis doesn't make them magically work.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: obliza on April 14, 2019, 07:38:13 pm
This tileset is working perfectly for me? Using latest version of LNP

I would also like to mention that I found Spacefox jarring at first but now I absolutely love it.
Only real complaint is dogs look like cows to me.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LeoCean on April 14, 2019, 08:37:20 pm
Cannot confirm what would work? transferring over the "spacefox" version of the lnp to your linux version? I haven't played the lnp myself for a long time and did notice some confusing stuff like what Marlhin said and explained 1-3-5 pages back an updated way to get it to work right. Maybe it's because by default now it's set to non twbt mode? and I used to mainly support twbt mode. (although we never went as far as Meph or Dragon something did with gemset) Admittedly when I watch df on youtube and they use spacefox without twbt.. it hurts. That said watching Kruggsmash play ascii version isn't the worst thing to watch since he storytells. It's a nice weekly df story.

Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Pvt. Pirate on April 15, 2019, 08:41:23 am
just using any tileset with overrides on a version it isnt made for - especially if it is a prepacked version.
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LKR on November 12, 2020, 06:45:10 pm
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
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nilsolm on November 12, 2020, 07:04:00 pm
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)



Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: LKR on November 13, 2020, 08:11:42 pm
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)

Hey, thanks for the link ! I followed the step cautiously, (actually no I failed two times because I see what I want to see, which is "put the graphics thing in the graphics thing") and it worked !!!
I actually missed much more things than just the staircases... I'm... amazed !!!!!!!!!!!! Thank you very much <3
Now I can watch the humains invaders die in my water trap in full HD :)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on March 17, 2021, 02:29:30 pm
new garphicz for all of you

(https://i.imgur.com/xnueRRD.png)
Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on March 20, 2021, 08:31:15 pm
Thanks for the new graphics! Looks good
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: ror6ax on March 23, 2021, 12:37:21 pm
Are roads during worldgen supposed to be minecart rails or have I messed the installation up somehow?
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: jecowa on March 23, 2021, 02:18:44 pm
Yeah, they are they share a tile with minecart rails, but they should look kinda like roads.

Spoiler: Normal Map (click to show/hide)

Spoiler: TWBT Map (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: Nopal on August 07, 2021, 11:12:12 am
new improved dingo graphic plus other random brown-ish creatures!
(https://i.imgur.com/cBxQWOU.png)
Spoiler (click to show/hide)
Title: Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
Post by: candlebury on October 30, 2021, 01:27:07 pm
Not sure if this tileset is still being updated, but I had some elf sprites redrawn to resemble the original spacefox dwarf tiles:

They're here if someone wants to use them-finish them.

(https://i.imgur.com/YWXN0C0.png)

The king-queen have got the Silmarilli and everything