Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Chariot on June 13, 2009, 03:22:14 am

Title: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Chariot on June 13, 2009, 03:22:14 am
(http://chariot.nickersonm.com/miners29.PNG)

I've been working on remaking and expanding my alternate civs graphics sets, as well as making a full set. I figure I'll upload the alternates as i go in case people want to use them.

Note: None of these add a new civ to the game. They are merely graphics in case somebody else has added or plans to add them to the game and wants graphics to go with.

Dwarves:
Spoiler (click to show/hide)

Humans(these use the base DR human shape):
Spoiler (click to show/hide)

Elves(these use an altered base DR elf shape):
Spoiler (click to show/hide)

Goblins(these use an altered base DR goblin shape):
Spoiler (click to show/hide)

Kobolds:
Spoiler (click to show/hide)

Drow(these use an altered base DR elf shape):
Spoiler (click to show/hide)

Hobgoblins(these use an altered base DR goblin shape):
Spoiler (click to show/hide)

Orcs:
Spoiler (click to show/hide)

Frogmen:
Spoiler (click to show/hide)

Ratmen:
Spoiler (click to show/hide)

Antmen(these use the base DR antman shape):
Spoiler (click to show/hide)

Halflings:
Spoiler (click to show/hide)

Centaurs:
Spoiler (click to show/hide)

Trolls:
Spoiler (click to show/hide)

Ogres:
Spoiler (click to show/hide)

Cyclops:
Spoiler (click to show/hide)

Giants:
Spoiler (click to show/hide)

Lizardmen:
Spoiler (click to show/hide)

Duergar:
Spoiler (click to show/hide)

Wildmen:
Spoiler (click to show/hide)

Tribesmen(request by Praetyre):
Spoiler (click to show/hide)

Ettins:
Spoiler (click to show/hide)

High Elves(these use an altered base DR elf shape):
Spoiler (click to show/hide)

Frost Giants:
Spoiler (click to show/hide)

Minotaurs:
Spoiler (click to show/hide)

Mountain Gnomes:
Spoiler (click to show/hide)

Dark Gnomes:
Spoiler (click to show/hide)


Work in progress(meaning i have a base tile done that i like, but haven't yet made the full set):

Possible To-Do list(may or may not get made):

Full set progress:

Released (http://dffd.wimbli.com/file.php?id=1202)
Title: Re: Chariot's graphics sets
Post by: knowbuddyuno on June 13, 2009, 04:27:13 pm
Sweet. I've been wanting to try orc-related mods, but I'm too addicted to graphics to do without them for a new civ. Any chance of a drider (spider/man hybrid) civ set?

Edit: Might be spider/elf, I'm not sure. I'm referring to Dark Outcasts from (I think) the modbase.
Title: Re: Chariot's graphics sets
Post by: Chariot on June 13, 2009, 07:19:57 pm
Finished and added halflings, antmen, and centaurs.

I put driders in the possible to-do list, but considering their complexity and only having 16x16 pixels to work with, i likely wont get to them
Title: Re: Chariot's graphics sets
Post by: loopoo on June 16, 2009, 11:41:38 am
Finally! I've been waiting for an Orcs tileset. I use May Greens DF and i'm getting annoyed with the Orcs. They are Walls, just different colours for their different jobs.

How do I put this to work? And will it work on top of May Greens tileset?
Title: Re: Chariot's graphics sets
Post by: Tellemurius on June 16, 2009, 07:59:08 pm
Finished and added halflings, antmen, and centaurs.

I put driders in the possible to-do list, but considering their complexity and only having 16x16 pixels to work with, i likely wont get to them
hobbit graphics? me want them. plzzzzzzzzz.
Title: Re: Chariot's graphics sets
Post by: Chariot on June 16, 2009, 09:45:07 pm
Finished trolls and added them to the first post.

bloodshedder, hobbits are already up there in the first post.

loopoo, ive never used any graphics sets other than DR's and my own, so im not sure how compatable they will be. to get it to work, assuming you have graphics set to on and 16x16:

Stick the orc.txt file in your Graphics folder, and stick the orcs.png file in a folder called Civ in your Graphics folder. If your orc species isnt actualy named orcs, you will have to change this line to match yours: [CREATURE_GRAPHICS:ORC]
Title: Re: Chariot's graphics sets
Post by: Chariot on June 18, 2009, 05:20:28 am
Ogres have been finished and added to first post.
Title: Re: Chariot's graphics sets
Post by: varkarrus on June 18, 2009, 03:02:42 pm
Add in a vicious race of hamstermen.
Title: Re: Chariot's graphics sets
Post by: loopoo on June 19, 2009, 11:58:38 am
CHARIOT! I LOVE IT! Damn you, I love it. Just, when they die, they respawn back to O's, or in my case, different coloured walls. Why does that happen? They don't stay the same when dead, kinda ruins the moment haha.

Also, I love it, but could you change the Orcs a bit? They're pretty tiny, i'd expect them to be bulkier, and the Hammer Orcs (Crushers?) have Yellow Hammers? Anyway, other than that, they work amazingly well.
Title: Re: Chariot's graphics sets
Post by: Chariot on June 19, 2009, 04:57:13 pm
its normal for dead creatures to turn back into their letter, like how dwarves turn back into a little smily head, or kobolds turn into k's. unfortunately its part of the game.

for most of the graphics the standard soldiers have copper-colored weapons, while the elites have iron/steel, to help differentiate them.

the orcs are already larger and bulkier than the goblin and human graphics. making them any bulkier would make them appear troll-sized
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Chariot on June 23, 2009, 01:33:55 am
Added cyclops and giants to first post.

Also changed drow to use metal tools, weapons, and armor instead of wood.
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Chariot on June 27, 2009, 11:04:55 pm
finished and added lizardmen
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Chariot on July 06, 2009, 08:33:20 pm
added duergar and wildmen
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: yarm102 on July 08, 2009, 10:31:14 am
gremlins, dark gnomes and mountain gnomes as civs would be useful, pls.

because i have turned these into skulking civs. :)
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Chariot on July 09, 2009, 06:30:34 pm
Added Tribesmen and Ettins.

I'll bump the gnomes up in priority, already had them in my to do list(which isnt in any particular order).
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Chariot on July 09, 2009, 11:45:48 pm
added high elves, frost giants, and minotaurs.
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Chariot on July 11, 2009, 10:19:42 pm
added mountain and dark gnomes
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Praetyre on July 11, 2009, 11:40:26 pm
For an Arcanum mod I'm developing, would you mind whipping up some Industrial Gnomes (think small, well dressed humanlike creatures in Victorian-era suits, with Ferengi like features) and Industrial Humans (basically, Victorian era humans with more "classic plate" style armor and classic British policeman style uniforms)?
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Chariot on July 12, 2009, 01:47:09 am
(http://chariot.nickersonm.com/victorian_draft.png)

that what you mean by Victorian-era suits? or am i looking in the wrong place
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Praetyre on July 12, 2009, 03:06:30 am
Only have top hats for some of them, maybe about a third. And have some of the gnomes wearing plain red or plain green, preferably the lower ranking ones. Some of the nobles could sport monocles and these really tall hats/neck things you see on the New Yorker.
Spoiler (click to show/hide)
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Mohreb el Yasim on July 28, 2009, 02:31:40 pm
minotaur.txt is not found, however very nice civ graphics, i will use some (for personal modding) if you don't mind ...
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Chariot on July 28, 2009, 03:14:23 pm
Hmmm, I wonder how I missed uploading that one...

Still, its fixed now.
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: soul4hdwn on September 14, 2009, 02:49:11 am
very very useful and heavenly basic looking, where in this case thats still impressive detail as some ppl have no grasp of bit based graphics.

can't wait for the werewolves, but i'll snatch up some of the reptiles =p
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Kiberkiller on September 14, 2009, 06:45:16 am
Awesome, where can i get the actual mods that work with this charsets and works with mayday or any other god tileset?
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: soul4hdwn on September 14, 2009, 07:08:42 am
Awesome, where can i get the actual mods that work with this charsets and works with mayday or any other god tileset?

the arthor of these graphics already said that the custom civilizations need to me made personally.  as for the mayday i'd suggest making a new GRAPHICS_<name>.txt file then copy from the .txt files from here and paste to the new file. copy mayday's first then use that one as like a template of place holder but be careful if you want to use both i'd had to edit (picture based copy pasting through an image edit tool) to not have any overwriting or keep which ones i wanted to use.

example:
Spoiler (click to show/hide)
image is example if image based copy-paste mixing the two. both actually used same reference so i just "kept" chariot's image file and replaced (covered up if referring to the edit process) the thief classes with mayday's.
the code text is example of using a bigger single file then linking proper image and directories. key point is where it says [FILE: <location> ] then everything will be good.

of course always backup but in the case of the text files, just move them out of the raw/graphics folder while keeping the new single .txt file.
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Kiberkiller on September 14, 2009, 10:37:24 am
Awesome, where can i get the actual mods that work with this charsets and works with mayday or any other god tileset?

the arthor of these graphics already said that the custom civilizations need to me made personally.  as for the mayday i'd suggest making a new GRAPHICS_<name>.txt file then copy from the .txt files from here and paste to the new file. copy mayday's first then use that one as like a template of place holder but be careful if you want to use both i'd had to edit (picture based copy pasting through an image edit tool) to not have any overwriting or keep which ones i wanted to use.

example:
Spoiler (click to show/hide)
image is example if image based copy-paste mixing the two. both actually used same reference so i just "kept" chariot's image file and replaced (covered up if referring to the edit process) the thief classes with mayday's.
the code text is example of using a bigger single file then linking proper image and directories. key point is where it says [FILE: <location> ] then everything will be good.

of course always backup but in the case of the text files, just move them out of the raw/graphics folder while keeping the new single .txt file.

I was talking about mayday TILESET not charset, i've trivied civ forge mod but names and overall look if weird because maydays tileset doesn't work with it.
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: soul4hdwn on September 14, 2009, 04:22:44 pm
I was talking about mayday TILESET not charset, i've trivied civ forge mod but names and overall look if weird because maydays tileset doesn't work with it.

oh sorry for the miss-read, but then it depends on your definition of working. mayday's tiles works just fine from what i've seen. i didn't edit the default ini settings from downloading mayday's package which the maydayMIX.png is the actual tiles.

edit: on the mentioning of looks...thats bound to happen as this graphic/tile set, maydays, and the civ forge are all completely different in looks. if you keep one and edit as little as possible away from it then you'll get mostly that one for most of your looks.  btw this mod only adds to a civ so there shouldn't be much contrast. i didn't notice any between the lizardmen or kobolds with mayday tiles+graphic.
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: nil on October 16, 2009, 10:32:23 pm
FYI I've put together a medium sized mod  (http://www.bay12games.com/forum/index.php?topic=43453.0)that adds a lot of races you have here (frogmen, lizardmen, ogres, treants, gnomes and giants).  Was planning to put a graphics version together using the fine work you have here, hope that's ok!
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: HexagonalBolts on December 07, 2009, 02:04:24 pm
Hmmm, I can't get it to work, I copy it in to the graphics folder in raw but all of the custom graphics just appear as blank greeny brown squares?
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: NRN_R_Sumo1 on December 22, 2009, 11:36:45 pm
I demand elephants
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Mohreb el Yasim on November 19, 2010, 01:58:21 am
Hy Chariot, this is my favorite graphic set of yours and i would like to ask when will you port it on DF2010? (i don't mean tu urge you i just would show i like this graphic set)
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: xDarkz on November 19, 2010, 05:57:38 am
Hy Chariot, this is my favorite graphic set of yours and i would like to ask when will you port it on DF2010? (i don't mean tu urge you i just would show i like this graphic set)

I'm using this tile-set right now with the latest version.
All you have to do is extract it to your raw>graphics folders like it said.
Go to your init.txt file and switch ....

[GRAPHICS:YES] <-- To yes.
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Mohreb el Yasim on November 21, 2010, 04:08:59 pm
Hy Chariot, this is my favorite graphic set of yours and i would like to ask when will you port it on DF2010? (i don't mean tu urge you i just would show i like this graphic set)

I'm using this tile-set right now with the latest version.
All you have to do is extract it to your raw>graphics folders like it said.
Go to your init.txt file and switch ....

[GRAPHICS:YES] <-- To yes.
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]
I think i tryed like that but it seems that some of the profession names are not relevant anymore ...
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: ErwinSWE on January 28, 2019, 03:12:01 am
I really like this art style. Is there any graphics set that use these that can be used in 44.12?
Title: Re: Chariot's Alternate Civ Graphics Sets (modding resource)
Post by: Verdant_Squire on February 03, 2019, 10:56:42 am
You, uh, might wanna check the dates on how long ago the last post here was :P

In any case though, there shouldn't be any reason why the graphics themselves shouldn't work - considering it's mostly just a matter of art, and not anything code related.