Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Vordak on August 06, 2017, 10:54:34 am

Title: Vordak`s Graphic Tileset - Reconstruction
Post by: Vordak on August 06, 2017, 10:54:34 am
(https://i.imgur.com/dOlp1tj.png)

Long and tedious process of tileset conversion to full set with own creatures, items and other stuff.

Here some pics about what it was:
Spoiler: Dwarves-x2 (click to show/hide)
Spoiler: Dwarves-Alt-x2 (click to show/hide)
Spoiler: Dwarves-Some other-x2 (click to show/hide)
Spoiler: Goblins-x2 (click to show/hide)
Spoiler: Kobolds-x2 (click to show/hide)
Spoiler: Elves-x2 (click to show/hide)


The distribution of this graphic pack has been discontinued.
But don't worry, the future promises new better graphic sets with much more high level of artistic mastery.
In the second post of this topic, you can see an infinitesimal part of what awaits you in the future.



I do not give any permission to use these artwork (and other my art) for modding. Respect other people's work and time.

Title: Re: Vordak`s 32x Graphic Tileset
Post by: Vordak on August 06, 2017, 11:53:48 am
Below you can see a draught of future exclusive content of my set for the times after Steam release.
Here is no system in placing of these images, just outdated pics mixed with newest.
Don't let it misunderstand to yourself about that are only pics of creatures posted here. Work on other types of tiles is on the move.




Spoiler: {Art} "Two Kins" (click to show/hide)



Spoiler: {Art} "Fury River" (click to show/hide)

Spoiler: {Art} "Fishing" (click to show/hide)

Spoiler: Old style persons (click to show/hide)
Spoiler: Dwarfs (click to show/hide)
Spoiler: Humans and elves (click to show/hide)
Spoiler: Chicks (click to show/hide)

Spoiler: Elves-x2 (click to show/hide)
Spoiler: Ferric elves-x2 (click to show/hide)
Spoiler: Troll-x2 (click to show/hide)
Spoiler: Humie-x2 (click to show/hide)
Spoiler: Big greenskin guyz-x2 (click to show/hide)

Spoiler: Number cell-Twbt (click to show/hide)
Spoiler: Number cell-Steam Age (click to show/hide)


Spoiler: Art No.1 (click to show/hide)
Spoiler: Art No.2 (click to show/hide)
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Eligiblefoot on August 07, 2017, 07:49:14 pm
Woah these are awesome! Can't wait for you to release them.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: KJC3 on August 08, 2017, 01:59:04 am
These look incredible man!  Great work!
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Novurist on August 08, 2017, 09:31:35 am
Would be interesting to see the ghost-dwarf in this tileset :D would he/she have a ghost-beard as well? :D
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Vordak on August 08, 2017, 09:47:55 am
Would be interesting to see the ghost-dwarf in this tileset :D would he/she have a ghost-beard as well? :D
It will be a beard with hands.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Novurist on August 08, 2017, 10:36:49 am
Makes sense somehow.
It fits into the madness going on in my forts when you imagine a ghostly beard with two muscular hands attached floating down a corridor shortly before you have to witness a dwarfen child getting strangled by it. :D
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: -A_Dwarven_Bard- on August 30, 2017, 09:16:23 am
Absolutely incredible.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Stronghammer on August 30, 2017, 02:15:29 pm
Looks wonderful! I eagerly await access to them.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Hylum on October 13, 2017, 03:28:32 pm
Is there some sort of complete version of your graphics combined with the Meph Tile Set for download and usage?
If not is there a way to do this?
I cant wait I want to try this out!
Thank you! Looks great! Good Work!
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Heimdall86 on October 21, 2017, 06:50:54 pm
This looks amazing! Keep up the good work.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Vordak on October 22, 2017, 02:28:46 pm
RELEASE 0.1

Spoiler: Dwarfs 0.1 (click to show/hide)

Download link - v0.1 (http://dffd.bay12games.com/file.php?id=13144)

It is not full tileset, install over Meph Tileset. In addition to dwarves, the main tileset is also redrawn for equability.
How to install:
1) Install Meph Tileset.
2) Delete next Meph Tileset files:
    ...\raw\graphics\graphics_dwarves.txt
3) Delete if there is a file:
    ...\raw\graphics\graphics_example.txt
4) Archive with this mod unzip into the game folder with overwriting.
5) Do not forget to update your save.

Checked for Meph Tileset v1.4.3 for Windows 64-bit 0.43.05 (http://dffd.bay12games.com/file.php?id=13124). But should work with any version of Meph Tileset.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Stronghammer on October 23, 2017, 03:24:35 pm
WOOT! Very Excited to give it a whirl!
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Hylum on October 24, 2017, 01:04:37 pm
Awesome! Thank you Vordak! Cant wait to try them out!
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Bad_Goblin on November 13, 2017, 05:04:23 pm
Wow, these look incredible. Keep it up!
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: rootconsoler on November 16, 2017, 07:43:49 am
Thanks. How many time you spent on dwarf tileset?
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Vordak on November 16, 2017, 12:09:08 pm
Thanks. How many time you spent on dwarf tileset?
4 months of unhurried work.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Ultimuh on November 23, 2017, 02:21:03 am
And new version of DF is released.
Seems like there are a few new professions in this version.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Hylum on November 24, 2017, 04:48:42 pm
Vordak will we see a version for DF 0.44?
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: jecowa on December 08, 2017, 06:18:24 pm
Vordak will we see a version for DF 0.44?

As of writing, Vordak's graphics are compatible with every version of Dwarf Fortress. Vordak's graphics are intended to be installed into Meph's 32x32 tileset (which would limit the compatibility to whatever that version of Meph is compatible with).


Vordak Installation instructions:

These instructions assume you've downloaded Vordak's graphics from this thread and that you have a Lazy Newb Pack that includes Meph 32x.
Now you should be able to launch the Lazy Newb Pack and use it's Graphics tab to install a Vordak-infused Meph 32x into Dwarf Fortress and your save files.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Hylum on December 08, 2017, 06:34:12 pm
Awesome! Thank you!
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Meph on December 08, 2017, 07:37:39 pm
Those are wonderful. :)
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Vordak on December 16, 2017, 10:17:47 am
RELEASE 0.2.2

Spoiler: Dwarves 0.2.2-x2 (click to show/hide)
Spoiler: Dwarves 0.2.2-x1 (click to show/hide)

Download link - v0.2.2 (http://dffd.bay12games.com/file.php?id=13144)

How to install:
1) Install Meph Tileset.
2) Delete next Meph Tileset files:
    ...\raw\graphics\graphics_dwarves.txt
3) Delete if there is a file:
    ...\raw\graphics\graphics_example.txt
4) Archive with this mod unzip into the game folder with overwriting.
5) Do not forget to update your save.

Checked for Meph Tileset - 32x graphic pack with TWBT (http://dffd.bay12games.com/file.php?id=12499) - v1.6.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Hylum on December 16, 2017, 08:23:38 pm
Awesome Vordak! Thank you, going to try it out right now!
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Meph on December 21, 2017, 12:30:27 pm
Hey, I wrote you a PM about a few things, but regardless of that: Fitting to your new tracks you'd need track stops.

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

There you go. :)
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: jecowa on December 23, 2017, 11:26:11 am
Vordak, are you okay with your graphics being bundled with Lazy Newb Packs?
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Vordak on December 23, 2017, 11:40:18 am
Vordak, are you okay with your graphics being bundled with Lazy Newb Packs?

I'm all for it, but at now my tileset does not match the latest version of Meph  Tileset v1.6.1 for DF 44.02. When new version of Meph Tileset will be released, I will release an update Vordak`s 32x Dwarf Tileset v0.3 - then it will be possible to include in LNP.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Meph on December 27, 2017, 11:47:30 am
I released 1.7 which includes your tracks, 2 traps and the 5 new profession sprites. Thanks for those. :)
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: jecowa on December 28, 2017, 02:05:32 am
What professions do these two dwarves represent?:
(https://i.imgur.com/itfpjz1.png)
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: ☼Another☼ on December 28, 2017, 02:21:29 am
Mercenary and Criminal if I'm not mistaken.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Meph on December 28, 2017, 02:35:12 am
Mercenary and Criminal if I'm not mistaken.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Vordak on December 28, 2017, 11:46:58 am
What professions do these two dwarves represent?:
(https://i.imgur.com/itfpjz1.png)
It's both CRIMINAL. My tileset uses the left. Second is not used.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: jecowa on December 28, 2017, 03:59:31 pm
Thank you. I noticed the one on the right was unused and was worried it was an error.

Vordak 0.2.2 works fine with Meph 1.6.1, but several things were changed and moved around in Meph 1.7.
Here's some modified PNGs that work with Meph 1.7:

Main Graphics Tilesheet:
Spoiler: Meph_32x32.png (click to show/hide)
Spoiler: Meph_32x32-bg.png (click to show/hide)
Spoiler: Meph_32x32-top.png (click to show/hide)

TWBT Items Overrides Tilesheet:
Spoiler: _MDF_items.png (click to show/hide)
Spoiler: _MDF_items-bg.png (click to show/hide)
Spoiler: _MDF_items-top.png (click to show/hide)

And you should also delete the "_MDF_trees.png" from v0.2.2 of Vordak's pack and use the "_MDF_trees.png" from Meph's pack.
Title: Re: Vordak`s 32x Dwarf Tileset
Post by: Vordak on December 28, 2017, 06:30:29 pm
jecowa, thanks for the work done - excellent temporary solution.
I do not have time, at least a few more days there will be no update.
Title: Re: Vordak`s 32x Dwarf Tileset v0.3.0
Post by: Vordak on December 29, 2017, 09:25:14 pm
RELEASE 0.3.0

Spoiler: Dwarves 0.3.0-x2 (click to show/hide)
Spoiler: Dwarves 0.3.0-x1 (click to show/hide)

Download link - v0.3.0 (http://dffd.bay12games.com/file.php?id=13144)

How to install:
1) Install Meph Tileset.
2) Delete next Meph Tileset files:
    ...\raw\graphics\graphics_dwarves.txt
3) Delete if there is a file:
    ...\raw\graphics\graphics_example.txt
4) Archive with this mod unzip into the game folder with overwriting.
5) Do not forget to update your save.

Checked for Meph Tileset - 32x graphic pack with TWBT (http://dffd.bay12games.com/file.php?id=12499) - v1.75.

Below you can see the difference between tiles of Meph set(left pic.) and Vordak set(right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)
Title: Re: Vordak`s 32x Dwarf Tileset v0.3.0
Post by: Meph on December 29, 2017, 10:38:00 pm
Wow, fast work. :)

I just noticed that you also change the statue in the decorations, that's so cool.

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

You/I/We/whoever could make an entire set of them, showcasting all your beard and head types. The player builds a statue ingame and picks from a huge list of Vordak-Statues. :)
Title: Re: Vordak`s 32x Dwarf Tileset v0.3.0
Post by: Vordak on December 30, 2017, 07:49:59 am
You/I/We/whoever could make an entire set of them, showcasting all your beard and head types. The player builds a statue ingame and picks from a huge list of Vordak-Statues. :)

I drew a 291 beard and unknown number of hairstyles. Means at least 291 statues - I do not think that it makes sense to write a huge code for someone (1 player out of 100) to want to build a museum of The Beard.
Title: Re: Vordak`s 32x Dwarf Tileset v0.3.1
Post by: Vordak on December 30, 2017, 08:54:44 pm
RELEASE 0.3.1

Spoiler: Dwarves 0.3.1-x2 (click to show/hide)
Spoiler: Dwarves 0.3.1-x1 (click to show/hide)

Download link - v0.3.1 (http://dffd.bay12games.com/file.php?id=13144)

How to install:
1) Install Meph Tileset.
2) Delete next Meph Tileset files:
    ...\raw\graphics\graphics_dwarves.txt
3) Delete if there is a file:
    ...\raw\graphics\graphics_example.txt
4) Archive with this mod unzip into the game folder with overwriting.
5) Do not forget to update your save.

Compatibility for Meph Tileset - 32x graphic pack with TWBT (http://dffd.bay12games.com/file.php?id=12499) - v1.75.

Below you can see the difference between tiles of Meph set v1.75 (left pic.) and Vordak set v0.3.1 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)

Upd. 2017.12.31: Little fix - image projection of work tables and return original sprite of assembled trap.
Title: Re: Vordak`s 32x Dwarf Tileset v0.3.1
Post by: BionicMeatloaf on January 01, 2018, 01:18:52 am
This is some fantastic work!!! how often do you work on this and can you give a rough % of how many tiles you've done in relation to how much there is left?

Also I noticed with the guard sprites they're all incredibly varied depending on what armor and or clothes they're wearing, can we expect this level of detail for everything?


Sorry I'm just extremely excited for how ambitious this seems
Title: Re: Vordak`s 32x Dwarf Tileset v0.3.2
Post by: Vordak on January 01, 2018, 11:27:16 am
RELEASE 0.3.2

Spoiler: Dwarves 0.3.2-x2 (click to show/hide)
Spoiler: Dwarves 0.3.2-x1 (click to show/hide)

Download link - v0.3.2 (http://dffd.bay12games.com/file.php?id=13144) - not work with ☼Meph Tileset☼ V1.8

How to install:
1) Install Meph Tileset V1.75.
2) Delete next Meph Tileset files:
    ...\raw\graphics\graphics_dwarves.txt
3) Delete if there is a file:
    ...\raw\graphics\graphics_example.txt
4) Archive with this mod unzip into the game folder with overwriting.
5) Do not forget to update your save.

Compatibility for Meph Tileset - 32x graphic pack with TWBT (http://dffd.bay12games.com/file.php?id=12499) - v1.75.

Below you can see the difference between tiles of Meph set v1.75 (left pic.) and Vordak set v0.3.2 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)
Title: Re: Vordak`s 32x Dwarf Tileset v0.3.2
Post by: Kromtec on January 02, 2018, 03:26:00 pm
Can't wait for your update that works with mephs tileset 1.8!
Title: Re: Vordak`s 32x Dwarf Tileset v0.3.2
Post by: Meph on January 02, 2018, 03:54:23 pm
I'm still debating if I shouldn't somehow include his dwarf-sprites by default. They are much better than mine and it would mean more people will see them.
Title: Re: Vordak`s 32x Dwarf Tileset v0.3.2
Post by: Kromtec on January 02, 2018, 04:14:11 pm
I'm still debating if I shouldn't somehow include his dwarf-sprites by default. They are much better than mine and it would mean more people will see them.
The dwarves in your set look good but I find them too similar to the humans. I always have to look twice if it's a dwarf or a human in the tavern. Vordaks dwarves look a lot like warhammer dwarves and I love that style with the big beards.

@Vordak
I'm also very excited about the goblins you teased in your second post. If they will be a little bit like their warhammer counterpart I would be so happy!
Title: Re: Vordak`s 32x Dwarf Tileset v0.4.0
Post by: Vordak on January 02, 2018, 11:14:49 pm
RELEASE 0.4.0

Spoiler: Dwarves 0.4.0-x2 (click to show/hide)
Spoiler: Dwarves 0.4.0-x1 (click to show/hide)

Download link - v0.4.0 (http://dffd.bay12games.com/file.php?id=13144)

How to install:
1) Install Meph Tileset V1.8.
2) Delete next Meph Tileset files:
    ...\raw\graphics\graphics_dwarves.txt
3) Delete if there is a file:
    ...\raw\graphics\graphics_example.txt
4) Archive with this mod unzip into the game folder with overwriting.
5) Do not forget to update your save.

Compatibility for Meph Tileset - 32x graphic pack with TWBT (http://dffd.bay12games.com/file.php?id=12499) - v1.8.

Below you can see the difference between tiles of Meph set v1.8 (left pic.) and Vordak set v0.4.0 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_decorations_2 (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)
Title: Re: Vordak`s 32x Dwarf Tileset v0.4.0
Post by: Meph on January 05, 2018, 04:16:48 pm
Looking through the text file and main dwarf set, I noticed that you have 8x2 sets of military dwarves. The game only ever uses 2x1 of these; based on weapon skill. For example swordsdwarf and master-swordsdwarf.

You could copy your graphics_Vordak_dwarves.txt 8 times and alter it to enable one each. That way players could pick if they want to have one of these as their active military sprites:
 - Militia
 - Fortress Guard
 - Royal Guard
 - Adventurer
 - Beast Hunters
 - Mercenaries
 - Monster Slayers
 - Scout

They could even swap them within the same save. :)

PS: Or maybe even 10 sets, considering the bone-helmet version and the gold-atzec/mayan dwarves of the evil twins...
Title: Re: Vordak`s 32x Dwarf Tileset v0.4.0
Post by: Vordak on January 05, 2018, 04:23:30 pm
Bad that the game does not work texture tokens: LAW_ENFORCE and TAX_ESCORT - it would be possible, depending on the platoon, to have different military. I even wrote in Suggestions to adding for mercenary, beast hunters, monster slayers and criminals their own texture tokens.
Title: Re: Vordak`s 32x Dwarf Tileset v0.4.0
Post by: Meph on January 05, 2018, 04:45:23 pm
They worked a long time ago, in df.0.25... I think. 5 years ago or so.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.0
Post by: Vordak on January 05, 2018, 05:10:57 pm
RELEASE 0.5.0

Spoiler: Dwarves 0.5.0-x2 (click to show/hide)
Spoiler: Dwarves 0.5.0-x1 (click to show/hide)

Download link - v0.5.0 (http://dffd.bay12games.com/file.php?id=13144)

How to install:
1) Install Meph Tileset V1.9.
2) Delete if there is a file:
    ...\raw\graphics\graphics_dwarves.txt
3) Delete if there is a file:
    ...\raw\graphics\graphics_example.txt
4) Archive with this mod unzip into the game folder with overwriting.
5) Do not forget to update your save.

Compatibility for Meph Tileset - 32x graphic pack with TWBT (http://dffd.bay12games.com/file.php?id=12499) - v1.9.

Below you can see the difference between tiles of Meph set v1.9 (left pic.) and Vordak set v0.5.0 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_decorations_2 (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.0
Post by: Meph on January 05, 2018, 05:16:58 pm
I think you missed the 3 ash tiles in MDF_items. to the very left, below the ballista ammo parts.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.0
Post by: Vordak on January 05, 2018, 05:32:38 pm
I think you missed the 3 ash tiles in MDF_items. to the very left, below the ballista ammo parts.
Fixed.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.0
Post by: jecowa on January 06, 2018, 12:30:34 am
I removed the hidden pixels (the ones obscured by the alpha transparency) from the dwarf sprite sheet. This allows all the empty space in the image to compress a lot better. It looks just the same, but is almost half the size. (from 412 KB down to 213 KB)

Spoiler: dwarves.png (click to show/hide)

It's in the spoiler above if you want to use it.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: Vordak on January 06, 2018, 10:28:55 am
RELEASE 0.5.1

Spoiler: Dwarves 0.5.1-x2 (click to show/hide)
Spoiler: Dwarves 0.5.1-x1 (click to show/hide)

Download link - v0.5.1 (http://dffd.bay12games.com/file.php?id=13144) - not correctly work with Meph Tileset V2.

How to install:
1) Install Meph Tileset V1.91.
2) Delete if there is a file:
    ...\raw\graphics\graphics_dwarves.txt
3) Delete if there is a file:
    ...\raw\graphics\graphics_example.txt
4) Archive with this mod unzip into the game folder with overwriting.
5) Do not forget to update your save.

Compatibility for Meph Tileset - 32x graphic pack with TWBT (http://dffd.bay12games.com/file.php?id=12499) - v1.91.

Below you can see the difference between tiles of Meph set v1.91 (left pic.) and Vordak set v0.5.1 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_decorations_2 (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)

Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: jecowa on January 13, 2018, 03:51:16 am
Here's some edits that make Vordak v0.5.1 work okay with Meph v2.2:

Spoiler: Meph_32x32.png (click to show/hide)
Spoiler: Meph_32x32-top.png (click to show/hide)
Spoiler: Meph_32x32-bg.png (click to show/hide)

Spoiler: _MDF_items.png (click to show/hide)
Spoiler: _MDF_items-top.png (click to show/hide)
Spoiler: _MDF_items-bg.png (click to show/hide)

Spoiler: _MDF_trees.png (click to show/hide)
Spoiler: _MDF_trees-bg.png (click to show/hide)

Note this isn't the full pack. First install Meph 2.2, then Vordak 0.5.1, and then the edited PNG files in the spoilers above.

Hope this helps.

Edit: updated for Meph 2.2 compatibility.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: Pvt. Pirate on January 14, 2018, 05:56:43 am
[...]

Note this isn't the full pack. First install Meph 2.1, then Vordak 0.5.1, and then the edited PNG files in the spoilers above.

Hope this helps.

hasn't meph included these dorfs into "meph2.1" yet?
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: jecowa on January 14, 2018, 07:04:50 am
hasn't meph included these dorfs into "meph2.1" yet?

Meph includes Vordak's dwarves, but not the changes from the other tilesheets such as Vordak's gears and axles and Vordak's weapons and crafts.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: Pvt. Pirate on January 14, 2018, 01:31:32 pm
hasn't meph included these dorfs into "meph2.1" yet?

Meph includes Vordak's dwarves, but not the changes from the other tilesheets such as Vordak's gears and axles and Vordak's weapons and crafts.
ah, ok.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: jecowa on January 14, 2018, 02:24:46 pm
It'd be great if they would officially team up like Ironhand and Wormslayer did.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: Hylum on January 14, 2018, 03:53:50 pm
It'd be great if they would officially team up like Ironhand and Wormslayer did.

Vordak maybe you could have Meph add your other tile sheets as an option in his new launcher just like he did for your dwarf sprites.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: Meph on January 14, 2018, 04:05:21 pm
It's certainly possible from my end. It's really easy to add the full Vordak set in data/art as an option.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: Novaris on January 24, 2018, 05:15:16 pm
Will we also see elfes, goblins and humans drawn in this fassion? :D
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: Vordak on January 24, 2018, 05:30:50 pm
Will we also see elfes, goblins and humans drawn in this fassion? :D
I can not finish the dwarves, what kind of elves and others are there in such situations? If I start to draw them then there is no end of work. It is necessary to try very much that they would be very different from dwarves - new cloth patterns, hats, different exclusive weapons, another other color palette - I'm not ready for this kind of work.
P.S. Someone (can not remember who) already draws elves, more precisely their variation - high elves.
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: jecowa on January 25, 2018, 12:55:00 am
Drawing every profession is a large task. Maybe doing just a few of them would be less daunting. What tags/jobs for members of the other civilizations would be seen most by the player? Here's some guesses:


For the military, I'm not sure which weapons are used most by the various civilizations. Maybe they would all at least have a wrestler for unarmed attacks? Oh, I found the list of weapons they are able to use or something in entity_default.txt.

Elf weapons:
Spoiler: elf army (click to show/hide)

Kobold weapons:
Spoiler: kobold army (click to show/hide)

Humans weapons:
Spoiler: human army (click to show/hide)

Goblin weapons:
Spoiler: goblin army (click to show/hide)


Kobolds are simpler and might not need as many tags as the others. These are the only tags included for Kobolds in Phoebus and its sister Obsidian:
Spoiler: Sphr Kobold tags (click to show/hide)
Title: Re: Vordak`s 32x Dwarf Tileset v0.5.1
Post by: Vordak on January 25, 2018, 03:03:10 am
With military units there are no special problems. The stumbling block is a peaceful professions.
But as I said - now I am improving dwarves, later I'll finish their dark\evil variation. And only after all this it will be possible to speak about others races.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Vordak on February 10, 2018, 12:03:33 pm
RELEASE 0.6.0

The height of dwarf reduced by 1 pixel and redraw dwarves with more detailing.

Spoiler: Dwarves 0.6.0-x2 (click to show/hide)
Spoiler: Dwarves 0.6.0-x1 (click to show/hide)

Download link - v0.6.0 (http://dffd.bay12games.com/file.php?id=13144)

How to install:
1) Install Meph Tileset V2.3.
2) Delete next Meph Tileset files:
    ...\raw\graphics\graphics_dwarves.txt
3) Delete if there is a file:
    ...\raw\graphics\graphics_example.txt
4) Archive with this mod unzip into the game folder with overwriting.
5) Do not forget to update your save.

Compatibility for Meph Tileset - 32x graphic pack with TWBT (http://dffd.bay12games.com/file.php?id=12499) - v2.3
or Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) - v2.3.

Below you can see the difference between tiles of Meph set v2.3 (left pic.) and Vordak set v0.6.0 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_decorations_2 (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)

Upd. Сhanged the sprites of sand and barren floors, sand walls, see example below. Version number of the set has remained the same - just re-download.
Spoiler (click to show/hide)
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Nefarian on February 11, 2018, 03:34:08 am
Hey Vordak, great work as always :)

I wanted to ask if it's there is a way to use the fortress/royal guard for the militia units instead of the normal ones, afaik you never see the fortress and royal guard units if you're playing fortress mode and imo it's a bit sad that you never get to see them, especially considering how cool they look.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Vordak on February 11, 2018, 04:10:15 am
I wanted to ask if it's there is a way to use the fortress/royal guard for the militia units instead of the normal ones, afaik you never see the fortress and royal guard units if you're playing fortress mode and imo it's a bit sad that you never get to see them, especially considering how cool they look.

Go to raw\graphics\graphics_Vordak_dwarves.txt and replace next lines LAW_ENFORCE\TAX_ESCORT to DEFAULT:


Spoiler: replace to royal guard (click to show/hide)


In lines 28 and 29 do not need to change anything - priority is given to the code that goes below. By analogy, you can replace Militia with others (mercenary, scouts and beast hunters).

p.s. Do not forget do it also in your save file.
p.s.2. Added to the examples of replacement and for officers.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Nefarian on February 12, 2018, 01:58:38 pm
Thanks Vordak, it worked. Now my fortress is a lot more colorful with the Royal Guards going around!
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: jecowa on February 12, 2018, 09:16:09 pm
I'm curious about the different backgrounds for vermin in your version and Meph's version of Meph_32x32.png. Meph's vermin backgrounds are completely opaque while yours are a bit transparent. Are there advantages and disadvantages to both of these?
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: BionicMeatloaf on February 13, 2018, 03:55:13 am
once you have all of your other goals knocked out of the way, do you think you'll be making sprites unique to female dwarves? Or does the way that the game handle sprites make that difficult to display correctly? Or does it simply just add too much workload to an already daunting task?
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: jecowa on February 13, 2018, 07:48:09 am
Different sprite for different genders isn't really supported. The only way to do it involves a hacky mod to the game. And even then it would only allow 2 sprites to be used for them (a male sprite and a female sprite). You would need to sacrifice having job-specific sprites to have gender-specific sprites.

The best way to make the sprites match better with both the males and females is to change a line in /raw/objects/creature_standard.txt. Search for "To add beards, put brackets around the following". The add a "[" and "]" character to the next line to give female dwarves their beards back. Beards are a source of pride for every dwarf; it's only right that they have them too.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Vordak on February 13, 2018, 12:57:07 pm
About vermins:
As I know sprites of vermins do not support transparency - which leads to a black background - so made this interim solution. Gray opaque background stands out strongly from the general picture.

About female dwarves:
If the game had the ability to make graphics according to gender, then I would be able to draw some sprites, by one sprite on the type of profession. But first need to determine if they have a beard or not)) - in general, while will not draw.

About other goals:
See post №2 in this thread.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Pvt. Pirate on February 13, 2018, 01:29:57 pm
Dwarven Women do have beards. They'd not be Dorfs if they had no beards. but then how would one discriminate (http://"https://en.wiktionary.org/wiki/discrimination") males and females?
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Meph on February 13, 2018, 02:39:28 pm
once you have all of your other goals knocked out of the way, do you think you'll be making sprites unique to female dwarves? Or does the way that the game handle sprites make that difficult to display correctly? Or does it simply just add too much workload to an already daunting task?
It's currently not possible to add sprites for different castes/genders.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Pvt. Pirate on February 13, 2018, 04:33:27 pm
once you have all of your other goals knocked out of the way, do you think you'll be making sprites unique to female dwarves? Or does the way that the game handle sprites make that difficult to display correctly? Or does it simply just add too much workload to an already daunting task?
It's currently not possible to add sprites for different castes/genders.
is it on toady's plan?
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Meph on February 13, 2018, 05:23:33 pm
No.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Pvt. Pirate on February 13, 2018, 05:59:15 pm
so we'd better wait for him to add it or write a hook for this in dfhack-twbt.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: jecowa on February 15, 2018, 08:56:00 pm
Instead of doubling the sprites to add gendered doubles of the existing graphics, maybe it could implement modular graphics to assemble graphics pieces to create sprites that match the descriptions of the dwarves. Skin color, Hair color, Hair style, Missing limbs, and Head scars would probably be the most helpful. But there's lots of other details that could potentially be included: chin shape, eye color, eye shape, nose shape, ear shape. Instead of having some sprite with a stereotype of a female, we could have graphics that actually look like the dwarves they represent. There's no indication from the raws that female dwarves look any different from male dwarves other than that they don't grow beards. (They lack the "FACIAL_HAIR_TISSUE_LAYERS" tag.)
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Meph on February 19, 2018, 12:30:44 pm
Instead of doubling the sprites to add gendered doubles of the existing graphics, maybe it could implement modular graphics to assemble graphics pieces to create sprites that match the descriptions of the dwarves. Skin color, Hair color, Hair style, Missing limbs, and Head scars would probably be the most helpful. But there's lots of other details that could potentially be included: chin shape, eye color, eye shape, nose shape, ear shape. Instead of having some sprite with a stereotype of a female, we could have graphics that actually look like the dwarves they represent. There's no indication from the raws that female dwarves look any different from male dwarves other than that they don't grow beards. (They lack the "FACIAL_HAIR_TISSUE_LAYERS" tag.)
Maybe I could make a mock-up of the possible dwarf-sprite states, so that mifki can have a look at how it could work. Or Japa, for his Armok Vision.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Vordak on February 19, 2018, 01:21:35 pm
Skin color, Hair color, Hair style, Missing limbs, and Head scars would probably be the most helpful.
Missing limbs - that would be great.
Skin color and hair color also good.
But hair and beard styles - in the game there are not so many of their variations - the result is the dominance of the clones.

But there's lots of other details that could potentially be included: chin shape, eye color, eye shape, nose shape, ear shape.
With my dwarves this is not realistic. Eye color? Maybe, but without white of the eye(principle), monotony dark color, like in my drawn of goblins.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: jecowa on February 19, 2018, 05:59:37 pm
But hair and beard styles - in the game there are not so many of their variations - the result is the dominance of the clones.

Maybe it could be possible to have multiple image options for the same feature description and then it could pseudo-randomly pick one for each dwarf.

With my dwarves this is not realistic. Eye color? Maybe, but without white of the eye(principle), monotony dark color, like in my drawn of goblins.

I only know of one graphics pack that makes use of eye color. I don't think it should be necessary to implement every feature in a graphics pack. If you don't want to have feature-dependant graphics for eyes, ears, or chin, maybe it would be possible to draw those onto the body layer or draw a single version of those features to be used by all of dwarves?

Maybe I could make a mock-up of the possible dwarf-sprite states, so that mifki can have a look at how it could work. Or Japa, for his Armok Vision.

How should skin color work? Should it add color to a template, or should there be a separate graphic for each color? Or maybe the graphics pack artist could pick and chose either "add_color" or "as_is" like with the profession coloring.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Meph on February 20, 2018, 09:46:16 am
It's quite a few beard types. There are 5 (normal beard, moustache, sideburns, chin whiskers, cheek whiskers), with different styles (arranged in double braids, braided, unkempt, tied in a pony tail, neatly combed, stubble) and different lengths.  And those can be combined, dwarves have 0-5 beard types at the same time.
Title: Re: Vordak`s 32x Dwarf Tileset v0.6.0
Post by: Pvt. Pirate on February 20, 2018, 10:45:27 am
It's quite a few beard types. There are 5 (normal beard, moustache, sideburns, chin whiskers, cheek whiskers), with different styles (arranged in double braids, braided, unkempt, tied in a pony tail, neatly combed, stubble) and different lengths.  And those can be combined, dwarves have 0-5 beard types at the same time.
if this was drawn as full sprites for the whole face, that would mean a FUNload of sprites:
5 types x 6 styles
if only 1 beard type and 1 style per dwarf were possible, but this way it must be
5 types ^ 6 styles
if i'm not mistaken.
Title: Re: Vordak`s 32x Dwarf Tileset v0.7.0
Post by: Vordak on March 25, 2018, 05:40:51 pm
RELEASE 0.7.0

- significant changes in the pattern of military
- little changing of face pattern and a very small change to general pattern of dwarf (in the shoulder area)
- redraw many item tiles and tiles of workshops

Spoiler: Dwarves 0.7.0-x1 (click to show/hide)

Download link - v0.7.0 (http://dffd.bay12games.com/file.php?id=13144)

Spoiler: How to install: (click to show/hide)

Compatibility for Meph Tileset - 32x graphic pack with TWBT (http://dffd.bay12games.com/file.php?id=12499) - v2.3
or Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) - v2.3 or v2.4
or PeridexisErrant's Starter Pack (64bit) (http://dffd.bay12games.com/file.php?id=7622) - v0.44.05-r03

Normal work is guaranteed only with the above versions of packs and tilesets.

Below you can see the difference between tiles of Meph set v2.3\v2.4 (left pic.) and Vordak set v0.7.0 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_decorations_2 (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)

P.S. New wheelbarrow and minecart turned out too small - in next version this be corrected.
Title: Re: Vordak`s 32x Dwarf Tileset v0.7.0
Post by: Hylum on March 28, 2018, 12:42:43 pm
Looking great Vordak! Thanks for the update!
Title: Re: Vordak`s 32x Dwarf Tileset v0.7.1
Post by: Vordak on March 31, 2018, 12:32:51 pm
RELEASE 0.7.1

- new bigger wheelbarrow and minecart
- total redraw of remains (see "_MDF_trees" and "new remains" pics below)
- little change of transparency of barrel tile from "Meph_32x32"
- little redraw of traps tiles

Spoiler: new remains (click to show/hide)

Spoiler: Dwarves 0.7.1-x1 (click to show/hide)

Download link - v0.7.1 (http://dffd.bay12games.com/file.php?id=13144) - WARNING - not compatible with Meph Tileset v2.6

Spoiler: How to install: (click to show/hide)

Compatibility for Meph Tileset - 32x graphic pack with TWBT (http://dffd.bay12games.com/file.php?id=12499) - v2.3
or Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) -v2.3\v2.4\v2.5
or PeridexisErrant's Starter Pack (64bit) (http://dffd.bay12games.com/file.php?id=7622) - v0.44.05-r03\v0.44.09-r01

Normal work is guaranteed only with the above versions of packs and tilesets.

Below you can see the difference between tiles of Meph set v2.3\v2.4 (left pic.) and Vordak set v0.7.1 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_decorations_2 (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)
Title: Re: Vordak`s 32x Dwarf Tileset v0.7.1
Post by: Bad_Goblin on April 03, 2018, 04:09:23 pm
Wow, when this tile-set came out I didn't expect it to become so ambitious! Can't wait to see what comes of this!
Title: Re: Vordak`s 32x Dwarf Tileset v0.7.1
Post by: Meph on April 24, 2018, 07:48:43 am
Any plans to finish the goblins or other non-dwarf races?
Title: Re: Vordak`s 32x Dwarf Tileset v0.7.1
Post by: Vordak on April 24, 2018, 11:33:27 am
Any plans to finish the goblins or other non-dwarf races?
I'm afraid I will not finish soon. Work is moving very slowly.

Sprites of dark dwarves are almost finished, in their raws files only it is required a little to change domestic animals and add some pet-monsters for warfare - really want to add them something like plumphelmet\mushroom pig and war trained & brain damaged goblins-slaves.

Plan to continue drawing goblins - unfortunately, I still do not have a clear opinion on their style. This is my primary goal for drawing after dark dwarves.

Then after goblins I maybe (or not) can take up work on kobolds - here must seriously revise the pattern.



Title: Re: Vordak`s 32x Dwarf Tileset v0.7.1
Post by: Meph on April 26, 2018, 12:20:26 pm
Hey, I made a new release. I did add your top/bg files for the corpses, and 4 workshop tiles, thanks for that. I love how intricate some of your changes are :)

The rest is mostly grasses, I replaced 37 tiles in the main set (walls, gems, minerals) with new grasses. Then I made new overrides for the walls, gems and minerals I moved.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.0
Post by: Vordak on April 29, 2018, 02:37:37 pm
RELEASE 0.8.0

Spoiler: Desert (click to show/hide)

- redraw desert and sand tiles
- added transparency for constructed stairs
- redraw some workshops - kitchen, kiln, magma kiln, magma smelter, magma glass furnace, kennels - more difference between normal and magma workshops
- redraw transparency for tile of night creature
- change in tiles of logs
- new large pots,seeds and obsidian
- some transparency changes for tiles of boulder and ore
- changes in tiles of civmember corpses\prisoners
- at civilian dwarves reduced black area around the feet - now on a light background will look better

Spoiler: Dwarves 0.8.0-x1 (click to show/hide)

Download link - v0.8.0 (http://dffd.bay12games.com/file.php?id=13144)

Spoiler: How to install: (click to show/hide)

Compatibility for Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) -v2.6

Normal work is guaranteed only with the above versions of packs and tilesets.

Below you can see the difference between tiles of Meph set v2.6 (left pic.) and Vordak set v0.8.0 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_decorations_2 (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.0
Post by: jecowa on May 03, 2018, 08:37:23 pm
I noticed you made some changes recently to the "graphics_Vordak_dwarves.txt" file for the nobility genders. I don't believe it's possible to display different graphics for different genders. I don't think there such a thing as a "baroness" or a "baroness_consort". I believe both male and female dwarves will use the same "baron" and "baron_consort" sprites. And I don't think there is such a thing as "queen" or "king" tags; I think both genders use "monarch" and the spouse of the monarch will use "monarch_consort" no matter if it's male or female.

Also, Meph recently found and corrected a potential issue with the declarations for all the champions. They had two adjacent colons like this – "!!CHAMPION::VORDAK_D:0:49:AS_IS:DEFAULT]".  I guess it doesn't really matter much, though, since they're all commented out.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.0
Post by: Meph on May 04, 2018, 05:09:35 am
Jecowa, I can correct you on the male/female noble bit: It is possible to do that through modding the position slightly, using ALLOWED_CREATURE:DWARF:MALE for king and ALLOWED_CREATURE:DWARF:FEMALE for queen. You need to make MONARCH_MALE and MONARCH_FEMALE, two noble positions. It would lead to two monarchs running around, both with their consorts, but hey, that way you can force caste-specific graphics. I did that for the warlocks in 34.11. ;)

In theory we could even make "Chief Medical Dwarf (Male)" and "Chief Medical Dwarf (Female)", and so forth for all nobles. But having twice as many nobles, twice as many mandates, demands, brokers, etc. would certainly change game balance a lot, just to cram a few extra sprites in there.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.0
Post by: Pvt. Pirate on May 04, 2018, 06:33:16 am
i see how that goes into a whoel TWBT-discussion, but wouldn't it be possible to rewrite parts of TWBT to also look for a creatures sex when deciding which of the sprites should be used?
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.0
Post by: Meph on May 04, 2018, 06:35:26 am
TWBT currently doesn't do creature overrides at all. I pitch the idea to Mifki every few months though. ;)
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.0
Post by: waterphage13 on May 04, 2018, 09:58:34 am
When I can slyamzit's fixed tree raws?
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.0
Post by: Meph on May 04, 2018, 10:21:54 am
When I can slyamzit's fixed tree raws?
Wrong thread, also the tree raws are fine.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.0
Post by: Vordak on May 04, 2018, 11:04:55 am
I noticed you made some changes recently to the "graphics_Vordak_dwarves.txt" file for the nobility genders. I don't believe it's possible to display different graphics for different genders. I don't think there such a thing as a "baroness" or a "baroness_consort". I believe both male and female dwarves will use the same "baron" and "baron_consort" sprites. And I don't think there is such a thing as "queen" or "king" tags; I think both genders use "monarch" and the spouse of the monarch will use "monarch_consort" no matter if it's male or female.
Thanks for your feedback. I already know that working tokens only in entity_default.txt.
This non-existent position tokens occurred when Long time ago I began to draw dwarf tiles based on information from Dwarfipedia (http://dwarffortresswiki.org/index.php/DF2014:Graphic_set)(wrong information) and tried to draw tiles even with non-existent in the current version of the game profession/position tokens - reserve for future.
By the way, token CRIMINAL does not work - actually used tile DEFAULT in gray color.

Also, Meph recently found and corrected a potential issue with the declarations for all the champions. They had two adjacent colons like this – "!!CHAMPION::VORDAK_D:0:49:AS_IS:DEFAULT]".  I guess it doesn't really matter much, though, since they're all commented out.
For this special thanks.

P.s. CASTE difference interests me only as an opportunity to draw a separate graphics for each caste, like dwarf castes in Dragon age game - not for genders.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.0
Post by: Meph on May 04, 2018, 11:36:23 am
The vanilla DF only has two castes: Male/Female. Some mods have special castes, like guilds or different types, but I don't think that's relevant here.

Vordak: I don't know how much you have seen so far, but it's possible now to assign unique sprites for each material. For example a silk shirt could look different from a leather shirt. Or the mighty adamantine long sword could look fancier than an iron long sword. Or a wooden wall looks like a palisade, not like a brown-colored brick wall. ^^ It allows literally thousands of new sprites; we just have to figure out what makes sense.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.1
Post by: Vordak on May 06, 2018, 04:44:48 pm
RELEASE 0.8.1

- added new graphic for creatures from Fortress Defense mod

Spoiler: Fortress Defense-x2 (click to show/hide)

Download link - v0.8.1 (http://dffd.bay12games.com/file.php?id=13144)

Spoiler: How to install: (click to show/hide)

Compatibility for Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) -v2.8

Normal work is guaranteed only with the above versions of packs and tilesets.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.1
Post by: Pvt. Pirate on May 06, 2018, 05:08:42 pm
wowzers! keep up the awesome work!
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.1
Post by: Nefarian on May 06, 2018, 10:47:57 pm
The Ferric Elves look threatening. A dangerous-looking elf. Yep, That's when you know your stuff is of superb quality ^^

If you can make an elf look cool, i can't wait to see the evil dwarves in action
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.1
Post by: Meph on May 07, 2018, 02:27:09 am
They are fantastic. :) I linked to this in the fortress defense thread to let Darkflagrance know.

321 new 32x sprites, that's a huge step.

And are the snake men wearing a fez? :D

Edit: Wow, it leads to instant crashes due to some bugs in the graphics.txt. You had this part:
Code: [Select]
[OBJECT:GRAPHICS]

[TILE_PAGE:VORDAK_FORTRESS_DEFENCE]
[FILE:Vordak/fortress_defence.png]
[TILE_DIM:32:32]
[PAGE_DIM:13:26]
declared before every single creature entry. You only need it once on the top of the file.

Here the fixed version:

Spoiler (click to show/hide)
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.2
Post by: Vordak on May 07, 2018, 11:28:26 am
RELEASE 0.8.2

- fixed problem with graphics_Vordak_fortress_defence.txt
- added missing spear to master white tiger-man from FD

Spoiler: Fortress Defense-x2 (click to show/hide)

Download link - v0.8.2 (http://dffd.bay12games.com/file.php?id=13144)

Spoiler: How to install: (click to show/hide)

Compatibility for Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) -v2.9

Normal work is guaranteed only with the above versions of packs and tilesets.

P.S. I noticed that everywhere I wrote in the word "defenSe" letter C - It seems it will remain forever.

P.S.2.
And are the snake men wearing a fez? :D
This is the crest.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.2
Post by: Meph on May 07, 2018, 12:04:08 pm
Quote
Defence and defense are different spellings of the same word; yet belong to different forms of the English language. Defense is used in American English, and defence is used in British English
No worries, native English-speakers have that problem too.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.2
Post by: jecowa on May 07, 2018, 01:23:55 pm
I'm curious why you got rid of the transparency for vermin in the Meph_32x32-top.png in version 0.8.2.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.2
Post by: Vordak on May 07, 2018, 01:30:06 pm
I'm curious why you got rid of the transparency for vermin in the Meph_32x32-top.png in version 0.8.2.
It is my mistake with Photoshop layers, thanks for taking notice - file are re-uploaded.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.2
Post by: Nefarian on May 10, 2018, 05:48:52 pm
Any news on the Evil Dwarfs?

Title: Re: Vordak`s 32x Dwarf Tileset v0.8.2
Post by: Vordak on May 11, 2018, 11:40:44 am
Any news on the Evil Dwarfs?
In recent time, the work was not carried out on their, I can not focus on one thing and finish it) Especially it is difficult because I now have every day birthdays and other holidays - May is difficult month.
But sprites of dark dwarves are almost finished, just need to insert different heads.
In their raws files only it is required a little to change domestic animals and add some pet-monsters for warfare - and draw these creatures.
Title: Re: Vordak`s 32x Dwarf Tileset v0.8.2
Post by: Nefarian on May 11, 2018, 01:34:14 pm
In recent time, the work was not carried out on their, I can not focus on one thing and finish it) Especially it is difficult because I now have every day birthdays and other holidays - May is difficult month.
But sprites of dark dwarves are almost finished, just need to insert different heads.
In their raws files only it is required a little to change domestic animals and add some pet-monsters for warfare - and draw these creatures.

Don't worry, take your time. I just wanted to hear something since it was quite a while since we last heard of them ^^
Title: Re: Vordak`s 32x Graphic Tileset v0.9.1 - Goblin update
Post by: Vordak on June 12, 2018, 05:42:23 pm
RELEASE 0.9.1 - Goblin update

- added new graphic for goblins
- at now this is Vordak`s 32x Graphic Tileset

Spoiler: Goblins-x2 (click to show/hide)

Download link - v0.9.1 (http://dffd.bay12games.com/file.php?id=13144)

Spoiler: How to install: (click to show/hide)

Compatibility for PeridexisErrant's Starter Pack (64bit) (http://dffd.bay12games.com/file.php?id=7622) - v0.44.10-r03
                       Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) -v3

Normal work is guaranteed only with the above versions of packs and tilesets.

Spoiler: P.S. (click to show/hide)
Title: Re: Vordak`s 32x Graphic Tileset v0.9.1 - Goblin update
Post by: DwarfMines on June 15, 2018, 06:35:06 pm
This tileset is amazing!

I can't play this game without it any more.

It launched the graphic representational possibilities of Dwarf Fortress into a whole new level.
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Vordak on June 24, 2018, 08:00:56 am
RELEASE 0.9.2 - Goblin update

- added new graphic for profession MESSENGER for dwarves and goblins
- minor changes in structure at dwarves.png
- changed ferric elves in fortress_defence.png

Spoiler: Dwarves-x2 (click to show/hide)
Spoiler: Goblins-x2 (click to show/hide)
Spoiler: Ferric elves-x2 (click to show/hide)

Download link - v0.9.2 (http://dffd.bay12games.com/file.php?id=13144)

Spoiler: How to install: (click to show/hide)

Compatibility for PeridexisErrant's Starter Pack (64bit) (http://dffd.bay12games.com/file.php?id=7622) - v0.44.10-r03
                       Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) -v3

Normal work is guaranteed only with the above versions of packs and tilesets.
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: DWARFFRAWD on July 06, 2018, 11:46:26 am
uh, i have a question.

In fortress defense mod, where is scorpion's entity?

scorpion's creature txt exists. but i cant find entity files.
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Vordak on July 07, 2018, 02:39:59 am
uh, i have a question.

In fortress defense mod, where is scorpion's entity?

scorpion's creature txt exists. but i cant find entity files.
I have no idea. I'm just drawing graphics.
Address your question in Fortress Defense Mod II R v21 (http://www.bay12forums.com/smf/index.php?topic=62874.0)
or better in ☼Meph Tileset☼ - 32x (http://www.bay12forums.com/smf/index.php?topic=161047.0).
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Meph on July 07, 2018, 03:17:35 am
There is no entity file, because they are not a civ, but warbeasts / mounts. Some of the invaders bring them along like goblins bring beak dogs or trolls.

Vordak,  great work as always! I cant mod atm, I'm on tour, so its especially great to see more 32x sprites being made while I'm away. :-)

EDIT: PS: could you do me a favour and make a handful of Kobold/human sprites?  Just like 2-3 military versions, I'd like to know what your ideas are for them. Then I have an overview of your design for all 5 races.
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Vordak on July 13, 2018, 02:11:55 pm
EDIT: PS: could you do me a favour and make a handful of Kobold/human sprites?  Just like 2-3 military versions, I'd like to know what your ideas are for them. Then I have an overview of your design for all 5 races.
In general I represent human soldiers as WHFB Bretonnian peasantry troops.
Spoiler: humans (click to show/hide)

About kobolds I do not have a clear idea - they are naked rats or something like lizards? I can draw like WHFB skavens or like D&D kobolds.
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Meph on July 13, 2018, 02:51:18 pm
DF kobolds are weird. They are about 20kg heavy, have brown skin, large pointy ears and glowing-yellow eyes...  so more like skaven, yes. 5 fingers, only 3 toes. But they also lay eggs... like reptiles. Do as you please, either one is fine.

I think a lot of people either see them as "cutebolds" that look like little puppies, or like D&D kobolds, more tiny-reptile like.

I was asking because I was thinking about making a couple of "ethnic styles" for civs. Themes like "medieval knights", "roman legion", "greek", "samurai", "vikings", "saracens" and the like. It's mostly changes to ethics, language and items in the entity file, without changing the actual creature. Not much work, except of course that I have a 32x tileset that they would have to fit in. :D
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Vordak on July 13, 2018, 03:01:45 pm
I was asking because I was thinking about making a couple of "ethnic styles" for civs. Themes like "medieval knights", "roman legion", "greek", "samurai", "vikings", "saracens" and the like. It's mostly changes to ethics, language and items in the entity file, without changing the actual creature. Not much work, except of course that I have a 32x tileset that they would have to fit in. :D
I do not particularly understand why multiply humans, when you can add different orcs, goblins, hobgoblins or another - it is fantasy.
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Meph on July 13, 2018, 03:41:29 pm
Not especially for humans. I was thinking of a mix.

Player picks "creature" (human, orc, gremlin, snakeman, whatever), picks "style" (roman, samurai, viking), and picks "pets, mounts, warbeasts", "materials" and a couple of other things. So they can easily make their own civs, like:

 - Evil Viking Orcs, riding Rhinoceroses, clad in iron.
 - Friendly Greek Chameleon Men, riding unicorns, clad in leather.
 - Thieving Samurai Antmen, riding giant beetles, clad in steel.

I can easily write the launcher to make these things, but I have no idea how to make graphics. It would have to copy a base template of clothing/weapons on a base template of creatures.

It will probably never work properly with graphics...

The alternative idea I had was this:
4x dwarves, elves, goblins, humans and kobolds. Leave the civilian graphics the same, but give them different military sprites. That's easier to do.
Dwarves, Hill dwarves, Deep dwarves, Berserker/Exiled dwarves.
Elves, High elves, dark elves, elven exiles.
Goblins, Night Goblins, Hob Goblins, Goblin Exiles.
Humans (medieval knights), Vikings, Saracens, Romans.
Kobolds, Cutebolds, Lizardbolds (fireimmune), Poisonbolds (poison bite/blowguns).

I had that idea mostly because of your over-the-top selection of military sprites. Your dwarves alone have 10 sets of military units. ^^

The end result would be a mod a bit like Fortress Defense, just with more vanilla DF feel.
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Vordak on July 14, 2018, 05:27:42 am
Сhanged pattern of humans in the area of the arms and shoulders, what gives more opportunities for drawing.
Spoiler: Humans-new pattern (click to show/hide)

Upd. I present the concept of kobolds.
Spoiler: Kobolds (click to show/hide)
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Meph on July 15, 2018, 10:58:46 am
Cool! And very true to the ingame description. :)

I wanted to make earthen/stoneware/porcelain furniture today, then noticed that vanilla DF doesn't even have that. It's only bricks, statues, pots, jugs and crafts. Instead of doing another set of crafts, I thought maybe we can add your set for the earthen/stoneware/porcelain crafts? That way players can use both sprites, yours and mine, at the same time.

Eventually I'd make gem, bone, wood crafts, etc too.

I noticed that your set includes only 5 of the 7 crafts. Scepter and Figurine are missing, so I tried simulating your style and added them. What do you think?

(https://i.imgur.com/ud2RaFh.png)

2x zoom and walls:
(https://i.imgur.com/5pdrmkV.png)
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Vordak on July 15, 2018, 11:20:59 am
I thought maybe we can add your set for the earthen/stoneware/porcelain crafts?

Yes of course, about it do not need to ask.
P.S. Scepter lower gem seems to me superfluous - strongly contrasts with the top.
Title: Re: Vordak`s 32x Graphic Tileset v0.9.2 - Goblin update
Post by: Meph on July 15, 2018, 11:46:13 am
Ok, great. :) I just wanted to ask because I remembered that you dislike it when I alter any of your sprites, so I was unsure about the two I added, scepter & figurine.
Title: Re: Vordak`s 32x Graphic Tileset v1.0.0 - Kobold update
Post by: Vordak on July 26, 2018, 08:08:41 am
RELEASE 1.0.0 - Kobold update

- added new graphic for kobolds
- changes in most tiles at dwarves.png - in head and hip bone areas
- fixed graphics_Vordak_goblins.txt - wrong coordinates for beast and monster slayers
- added missing background to cross and fortification walls in _MDF_items-top.png

Spoiler: Kobolds-x2 (click to show/hide)

Download link - v1.0.0 (http://dffd.bay12games.com/file.php?id=13144)

Spoiler: How to install: (click to show/hide)

Compatibility for PeridexisErrant's Starter Pack (64bit) (http://dffd.bay12games.com/file.php?id=7622) - v0.44.12-r02
                       Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) -v3.3\v3.4

Normal work is guaranteed only with the above versions of packs and tilesets.
Title: Re: Vordak`s 32x Graphic Tileset v1.0.0 - Kobold update
Post by: Meph on July 28, 2018, 09:59:58 am
Wow, you are on a roll :)

Love the details, like the rack on the prisoner / slave, or the missing ears on the skeleton.
Title: Re: Vordak`s 32x Graphic Tileset v1.0.0 - Kobold update
Post by: Meph on August 20, 2018, 07:19:57 am
Hey, what happened to your evil dwarf spritesheet? Did you remove it?

Clements made a tileset assembler, and I wanted to see if I can optionally add their military sprites for players to test.
Title: Re: Vordak`s 32x Graphic Tileset v1.0.0 - Kobold update
Post by: Vordak on August 20, 2018, 10:47:45 am
Hey, what happened to your evil dwarf spritesheet? Did you remove it?

Clements made a tileset assembler, and I wanted to see if I can optionally add their military sprites for players to test.
At the moment evil dwarves are in work, I put a lot of time and effort into making them different from normal dwarves. They will go as a separate mod and I'm against mixing sprites of normal and evil dwarves.
Title: Re: Vordak`s 32x Graphic Tileset v1.0.0 - Kobold update
Post by: Meph on August 20, 2018, 11:03:33 am
Sure thing. Let me know if you want any help with the modding part.
Title: Re: Vordak`s 32x Graphic Tileset v1.1.1
Post by: Vordak on September 13, 2018, 05:42:05 pm
RELEASE 1.1.1

- update for Meph Tileset v4.3
- many changes in furniture, walls ant some items, see pics below

Spoiler: Dwarves-x2 (click to show/hide)

Download link (http://dffd.bay12games.com/file.php?id=13144)

Spoiler: How to install: (click to show/hide)

Compatibility for Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) - v4.3

Normal work is guaranteed only with the above versions of packs and tilesets.

Below you can see the difference between tiles of Meph set v4.3 (left pic.) and Vordak set v1.1.1 (right pic.).
Spoiler: _MDF_items (click to show/hide)
Spoiler: _MDF_decorations (click to show/hide)
Spoiler: _MDF_decorations_2 (click to show/hide)
Spoiler: _MDF_trees (click to show/hide)
Spoiler: _MDF_furniture (click to show/hide)
Spoiler: _MDF_constructions (click to show/hide)
Spoiler: Meph_32x32 (click to show/hide)
Spoiler: Meph_extra_decorations (click to show/hide)
Spoiler: Meph_variety (click to show/hide)

P.S. Need savegames with forts with gold, silver, marble architecture.
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Vordak on September 30, 2018, 10:34:48 am
RELEASE 1.1.2

- update for Meph Tileset v4.4 or v4.5
- unification of walls and stairs
- new wooden walls - at now look like wood-earth fortification
- wooden furniture will be always look color equally, despite wood material
- new marble walls different from those presented in v1.1.1
- add missing 2 section of smooth walls in _Meph_decorations_3-top.png
- add composite transparency to rock and flux  furniture, see pics below
- add missing background to crosswall, fortification wall, wall grate in _Meph_items-top.png
- fix in angle area of all walls
- many little transparency fixes
- changes of floors

Spoiler: Wooden walls (click to show/hide)
Spoiler: Marble architecture (click to show/hide)

Download link (http://dffd.bay12games.com/file.php?id=13144)

Spoiler: How to install: (click to show/hide)

Compatibility for Meph Tileset Launcher + Utilities (http://dffd.bay12games.com/file.php?id=13407) - v4.4 or v4.5

Normal work is guaranteed only with the above versions of packs and tilesets.

Below you can see the difference between tiles of Meph set v4.4 (left pic.) and Vordak set v1.1.2 (right pic.).
Spoiler: _Meph_items (click to show/hide)
Spoiler: _Meph_decorations (click to show/hide)
Spoiler: _Meph_decorations_2 (click to show/hide)
Spoiler: _Meph_trees (click to show/hide)
Spoiler: _Meph_furniture (click to show/hide)
Spoiler: _Meph_constructions (click to show/hide)
Spoiler: _Meph_32x32 (click to show/hide)
Spoiler: _Meph_variety (click to show/hide)
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Nefarian on January 04, 2019, 01:01:09 am
Any news about the evil dwarfs?
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Vordak on January 04, 2019, 02:18:10 am
Any news about the evil dwarfs?

They have been finished a month already. I will publish after updating the tileset.
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Nefarian on January 04, 2019, 04:47:08 am
Great, can't wait to see them :)
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: DwarfMines on February 21, 2019, 10:28:38 pm
I see on the future content post on page 1 that it was updated on Feb 10, 2019.

What's being worked on right now?
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Dragonslayerelf on February 27, 2019, 10:53:45 am
Will you be doing humans as well?
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Vordak on February 27, 2019, 01:43:09 pm
Will you be doing humans as well?
I see on the future content post on page 1 that it was updated on Feb 10, 2019.

What's being worked on right now?

The only thing I can say is that work is slowly going.
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Meph on March 03, 2019, 07:47:28 pm
After that preview on reddit, I'd really love to see more. :)
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Vordak on October 30, 2019, 12:48:51 pm
Some future exclusive content.
Spoiler (click to show/hide)
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: neobit on October 31, 2019, 02:53:12 am
Nice.
Zombie-Peacock doesn't look undead, my first though was it is just another bird.
+1 for the zombie-pig  :D
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Pvt. Pirate on October 31, 2019, 05:46:30 am
Nice.
Zombie-Peacock doesn't look undead, my first though was it is just another bird.
+1 for the zombie-pig  :D
absolutely :D
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: vettlingr on October 31, 2019, 09:05:09 am
Nice.
Zombie-Peacock doesn't look undead, my first though was it is just another bird.
+1 for the zombie-pig  :D
absolutely :D
Had a good hearty laugh as well. +1
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Bguard on February 28, 2020, 10:11:13 pm
As a Warhammer fan and a fellow roleplayer i have to say.. i love your Dwarfs, amazing work!

i'am excited for the Dokucraft Dwarf!
Your Dwarfs together with the Gold Furniture looks really good and satisfy my Warhammer feel.

i use the Vordak Dwarfs on Meph Laucher, Meph Tileset with your Dwarfs its perfect.

The Slayers are amazing but i have yet to see them in-game.

Thank you Vordak and Keep the good work buddy!
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: jecowa on April 02, 2021, 07:17:16 pm
Are you still maintaining the your addon pack for Meph? Just a few little adjustments to make:
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Vordak on April 03, 2021, 02:50:08 am
Are you still maintaining the your addon pack for Meph?
No. This is a completed stage.
At now, I working only on my own projects.
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Novaris on April 03, 2021, 11:51:30 am
Would you be ok with me making the adaptions? Then I could include them in the Meph pack I maintain.
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Vordak on April 03, 2021, 12:45:01 pm
Would you be ok with me making the adaptions? Then I could include them in the Meph pack I maintain.
As bad as it sounds right now, I'm against it.
And I will not enter into discussions about the reasons for my decision.
No offensive personally to you. You are certainly doing your job by the good intentions.
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Novaris on April 04, 2021, 02:34:43 pm
Your content, your decision. No argument there.
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Vordak on August 11, 2021, 08:46:34 am
Spoiler: New drawing paradigm (click to show/hide)
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Novaris on August 12, 2021, 04:07:35 pm
I like the new style, looks very good!
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Vordak on August 29, 2021, 03:42:36 am

More details at the Reddit link (https://www.reddit.com/r/dwarffortress/comments/pdrne0/art_not_pixelart_thoughts_df_related/).
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: neobit on October 28, 2021, 10:02:42 am
"In other words, future builds (under another name) will be standalone and not include content of ☼Meph Tileset☼."

Are you planning to build upon existing tileset or do it completely from scratch?

Your recent pictures are very nice but it is hard not to notice that these goblins looks like men in costumes (wrestlers possibly :) ).
I assume that is due to reusing generic parts of the body on different base. Is modularity the catch phrase of incoming tileset?
Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: Vordak on October 28, 2021, 12:39:18 pm
1) Are you planning to build upon existing tileset or do it completely from scratch?

2) Your recent pictures are very nice but it is hard not to notice that these goblins looks like men in costumes (wrestlers possibly :) ).
I assume that is due to reusing generic parts of the body on different base. Is modularity the catch phrase of incoming tileset?

1) From zero, with an eye to the graphic possibilities of Steam DF and only for Steam DF.
Completely standalone custom tileset by my hand with own tiles.

2) Goblins looks like men....don't know what you talk about. Any humanoid with couple legs and hands always looks like a human. See pic.
I try to use some kind of the modular principle, but I don't hold on to it straight.
The only thing that really unites my humanoids is the position of their hands, so it allows to use the same weapon tiles.
I would say, even so, what you take for a kind of modularity is just the result of drawing tiles by one person, who trying to keep tiles in one projection - there is no unique feature here.


Here also a picture that I have already posted on Reddit  (https://www.reddit.com/r/dwarffortress/comments/pn2sz1/art_dwarven_militia_mostly/) - outdated design of dwarven armor.

Title: Re: Vordak`s 32x Graphic Tileset v1.1.2
Post by: neobit on October 28, 2021, 12:55:59 pm
1) From zero, with an eye to the graphic possibilities of Steam DF and only for Steam DF.
Completely standalone custom tileset by my hand with own tiles.

2) Goblins looks like men....don't know what you talk about. Any humanoid with couple legs and hands always looks like a human. See pic.
I try to use some kind of the modular principle, but I don't hold on to it straight.
The only thing that really unites my humanoids is the position of their hands, so it allows to use the same weapon tiles.
I would say, even so, what you take for a kind of modularity is just the result of drawing tiles by one person, who trying to keep tiles in one projection - there is no unique feature here.

1) Lovely, glad to know.
2) I see. In the previous picture you have posted, goblins had ears and noses in different colours than their skin. That made it looks like a costume for me. Then that pushed me into thinking you draw them modularly and connect to have a creature. Nvm that though, that new picture clearly present goblins :)

The helmet on the right one is absolutely brilliant.

Here also a picture that I have already posted on Reddit  (https://www.reddit.com/r/dwarffortress/comments/pn2sz1/art_dwarven_militia_mostly/) - outdated design of dwarven armor.
Stunning.

Thanks for the update!
Title: Re: Vordak`s Graphic Tileset - Reconstruction
Post by: Vordak on April 01, 2022, 05:45:58 am

More detail on Reddit (https://old.reddit.com/r/dwarffortress/comments/ttn7xd/art_hard_stone_cosmos/)
Title: Re: Vordak`s Graphic Tileset - Reconstruction
Post by: Jostino on May 20, 2022, 02:48:21 am
This is so impressive!
Title: Re: Vordak`s Graphic Tileset - Reconstruction
Post by: Vordak on October 09, 2022, 04:33:11 pm

More is here - Reddit page (https://old.reddit.com/r/dwarffortress/comments/xzweq2/art_not_the_power_of_colors/)

Upd. In addition.
Spoiler: {Art} "Two Kins" (click to show/hide)
Title: Re: Vordak`s Graphic Tileset - Reconstruction
Post by: neobit on October 21, 2022, 09:05:23 am
Very nice!
You are making your own game, aren't you?   ;)
Title: Re: Vordak`s Graphic Tileset - Reconstruction
Post by: Vordak on November 06, 2022, 07:02:48 pm

Discussion is here - Reddit sub (https://old.reddit.com/r/dwarffortress/comments/yo6x48/art_fight_fight_fight/)
Title: Re: Vordak`s Graphic Tileset - Reconstruction
Post by: Vordak on April 01, 2023, 07:18:03 am

Reddit link (https://old.reddit.com/r/dwarffortress/comments/11vlhkl/art_the_hype_has_come/)
Title: Re: Vordak`s Graphic Tileset - Reconstruction
Post by: whitehorn799 on August 27, 2023, 10:34:33 am
Any recent news? Also, any way to donate to your cause?
Title: Re: Vordak`s Graphic Tileset - Reconstruction
Post by: Vordak on September 24, 2023, 02:30:28 am
Any recent news? Also, any way to donate to your cause?

The work is progressing slowly, lost a lot of time on correcting the color palettes to improve the tileset's general readability.
For certain reasons, there probably won't be any new art pics (although I have something to brag about).
I'm not interested in donates.

Upd. The experiments with the different palette types.