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Topics - Obsidian Soul

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DF Modding / Several graphics modding questions
« on: June 13, 2013, 03:24:41 pm »
1) Can plants be assigned individual tiles in separate tilesheets like animals and creatures? Please tell me they can.

2) Where can I look up where the tile of something is defined in the raws? For example, I want to change the tiles being used for menacing spikes, but it doesn't seem to be in the text files in the raws.

3) When adding a new graphics tile for a creature, is it as simple as making the image, inserting it in the sheet, and then adding the references in the accompanying text file, or do I have to modify some other files as well to make sure the game uses them?

For example, I am currently trying to add a new tile for the pond turtles, which were previously using the same tile as gems/webs. I added it in the existing animal tilesheet by Phoebus in row 23, column 7, 8, and 9 respectively for default, child, and zombie. Then I added the following in the graphics_phoebus_animals.txt:

Code: [Select]
[CREATURE_GRAPHICS:POND_TURTLE]
[DEFAULT:PHOEBUS_ANIMALS:7:23:AS_IS:DEFAULT]
[CHILD:PHOEBUS_ANIMALS:8:23:AS_IS:DEFAULT]
[ANIMATED:PHOEBUS_ANIMALS:9:23:AS_IS:DEFAULT] zombie

Will that work? I currently don't have any pond turtles in any of my fortresses, so I can't test it.

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Hello folks

Question 1:

How do you use the ALTTILE creature token? Is it possible to use it to create the illusion of "animation" by making a creature blink between two graphics tiles? I particularly want to use it in birds, so they appear to be flapping their wings.

This: To this:

If not ALTTILE, is there any other way to accomplish the same thing?

Question 2:

Where (as in in what text file and what token) do I define the graphics tile used for creature corpses if I wish each animal or creature to show a unique corpse upon dying. e.g. Instead of a blinking "C"; I want to actually show a dead cyclops. Instead of a "d", I want to show a dead dog, etc.

This: To this:

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About
A 16x16 graphics set for DF2012 (v0.34.11v01). It focuses on consistency and stylized realism to harmonize the different tiles and give a more "medieval" atmosphere to the game. Unlike other tilesets, this also specifically sets aside different tiles for grass which also animates (giving it the effect of gently rustling in the wind). This makes it easier to distinguish pasturable areas from bare rock and sand, tell apart different biomes, as well as letting you plan green (or blue, if you're going with cave moss) gardens along your entrance halls. Just make sure to forbid traffic on it to avoid trampling them to bare ground.

If you have any comments, suggestions, or problems, please don't hesitate to tell me about them. This is based on Phoebus' Graphics Set


Download and installation:

NOTICE: This graphics set has not been officially updated for the newest DF versions (DF2014), since I didn't have much free time in 2014 and I am now devoting my time on remaking a different version with higher resolution tiles for TWBT. Some people have kindly made a temporary update for this set. They are bundled together with PeridexisErrant's DF Starter Pack for Windows, fricy's MacNewbie Pack for Mac, and Beautato's Linux Lazy Newb Pack for Linux. I highly recommend that you download those instead, as they also come with a ton of useful utilities. Please back up your game before using graphic sets. Thank you.

Pre-bundled:
I highly recommend that you use this with the Lazy Newb Pack (available for Windows, Mac, and Linux users) . As these contain various bugfixes, plugins, and utilities that will make your Dwarf Fortress experience much more pleasant (particularly the indispensible Dwarf Therapist utility). For the Lazy Newb Pack for Windows, click here to get the latest unofficial expanded version compiled by PeridexisErrant. For the MacNewbie Pack for Macs, click here to get the latest version by fricy. For the Lazy Newb Pack for Linux, click here for the installer by andrewd18. This is already pre-bundled with them, so no need to install the patch. Simply select this from the preexisting graphics set choices. Don't forget to go over your start up settings again in LNP or MNP after activating this.


Patch:
If you are not using LNP or MNP, click here (1.65 MB, zip archive) to download the patch from the Dwarf Fortress File Depot. To install, unzip the file, then simply copy and paste the contents of the folder into the DF directory and overwrite when prompted. You may want to back it up first.

If you have preexisting saves, copy the raw folder of the Obsidian pack and paste it into the specific save folder you want to use. Overwrite when prompted.
[/s]


Main tileset preview:
Spoiler (click to show/hide)


Screenshots:
My fortresses kinda suck. So if you have a screenshot of your own glorious fortress using this tileset, please post them below and I may add them here. Thank you in advance.  :)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)


Changelog:
v.08 Alpha
Spoiler (click to show/hide)
0.7 Alpha
Spoiler (click to show/hide)
0.6 Alpha
Spoiler (click to show/hide)


Credits:
You can use this tileset any way and anywhere you like. Credits to me and the others listed below would be appreciated however.
Spoiler (click to show/hide)

If you liked this graphics set, please consider offering a small sacrifice to Armok, destroyer of worlds.

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Hello all. I'm a recent convert to Dorf Fortress and a total goblin-fodder noob. I've been hearing about it from my friends for ages, but got put off by descriptions of it being a "tower defense game" (a genre I'm not too fond of) and the ASCII graphics. I'm a 3d artist by trade and how a game looks is kind of a big deal to me. Anyway, I was recently playing another roguelike, the most excellent space-themed FTL: Faster Than Light, and while searching for similar games I came across DF again. And having just enjoyed my experience with FTL immensely, I decided to give it a try after seeing screenshots of DF with graphics mods and reading about someone strangling a sasquatch with a turban after gouging his eyes out. Unsurprisingly, it turned out to be exactly the kind of world-building game I've been dreaming of for years. The controls were hideous, admittedly, but seeing the potential of the game, it was an obstacle I had to surmount.

Anyway, I currently use Phoebus' tileset, and while they are awesome (as are the others), I still would like something more... personalized. While I'm not really a 2d artist, I am an experienced texture artist and know my way around GIMP and PS. 16x16 pixel art should be relatively easy enough for me to translate my aesthetics into. I'm particularly drawn with how Stonesense rendered the maps beautifully (the vegetation for example) and I'm aiming for something that looks similar but with a front-back perspective and some sense of scale (e.g. shrubs being smaller than trees). Once done, I'm also planning to share it, of course.

However, upon trying to search for even the smallest instructions on where to start, I've come up empty-handed. I've noticed that there are actually lot of graphics mods for DF, so I thought there would be at least instructions for how to do it somewhere. I could do trial and error, but I'd rather not. So is there one? I see hints of it here and there but I may just be too inexperienced to recognize one staring at me in the face. I'm not expecting to be spoonfed, but if someone could at least point me in the right direction, or explain the basics I'd appreciate it. :)

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