Fancy trees!This is the main reason I use it. I just love trees with green leaves and brown wood which stays when the leaves disappear.
(http://i41.tinypic.com/rupf2u.png)
These won't be in the first release, but they're an eventual goal.
The idea is that the trunks stay the same color (brown),
and the leaves change color and even fall off (black)!
I think it's not a question of quality- it's just that peopl downloading a given pack will get used to it because switching to a different tileset requires meddling with raw tile settings and most want to avoid it. Thankfully, full graphics support will make this problem obsolete.
Spoiler: Warning: intense awesomeness (click to show/hide)
Thanks!
...not to sound proud, but is there a problem with my tileset?
If there's a reason that Mike's is better, I want to know so I can step it up. = P
If you just downloaded my packaged version 0.10, that doesn't have the new ground tiles in it.
The old ones that you get with that set are WAY too dark. I don't disagree with that at all.
Or do you mean that you think the new ground tiles were too dark as well?
ugh I'm no good with that stuff.
Well fuck, I'm screwed.
I'll leave it up to you and eventually come back to this because of boredom then give it up immediately because of refusal to redownload Gimp, Photoshop or anything else.
(http://i.imgur.com/mbmqS.png) | White / White Red / White White / Black Green / White Green / Black Red / Black Black / White |
apparently you can make 15 of them :)
1 red black A
2 green black B
3 blue black C
4 cyan black BC
5 yellow black AB
6 magenta black AC
7 white black ABC
8 red white AD
9 green white BD
10 blue white CD
11 cyan white BCD
12 yellow white ABD
13 magenta white ACD
14 white white ABCD
15 black white D
Is that barrel using ALTTILE?
No, ALTTILE only works with stuff that have RAWs. Like plants and animals.
ALTTILE
If set, the creature will blink between its [TILE] and its [ALTTILE].
There is [CASTE_TILE:], but as far as I can tell that ONLY works on the ascii tile set (in data/art). Once you assign a spot on the graphics set (in raw/graphics), it'll use that one entry for all, regardless of caste tiles. So no elaborate sets where there are unique graphics for both genders of each individual labor type. All of your fish cleaners are going to look the same.
You CAN modify a tile set if there's a small number of special somethings you want having unique caste graphics. If you absolutely must have cows and bulls with different graphics, you can set aside tiles 171 and 172. But you're going to run out of space if you try to do something too big. Also, remember to remove cows (or whatever) from the relevant graphics entries. You want them to use their default ascii tiles.
For a graphics mod can you have caste specific graphic tiles for the different caste types? Can you have a separate tile for a Queen Antman than you do for a Drone Antman? Can you have separate tiles for male and female dwarves and goblins?
CASTE_TILE is used for ASCII version of creature, I don't see anything specific in regarding to graphics which is sad. I hope Toady One makes it in someday.
I'm on it. Will be great to test it on my 21px tileset :)
And yes, these ground symbols are excellent. so if you don't mind, I'll be glad to lovingly rip them off you ;)
Have you tested in 40d# if they work?
I'm asking because in my experience many tiles are hardcoded to a black background.
I use it for plants in Genesis mod. I changed your stone tiles (I don't need that many :P) to creature tiles though, to give graphics to them, but otherwise I use other stuff by you and it's very awesome.
During the later 40d# series I started updating my tileset using exactly this idea.
-snip-
That is how it works?