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Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: October 06, 2014, 11:36:34 am »
Looks like your trial and error is paying off slowly. The trunks look pretty good.
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I wanted a creature graphic ready to go if a certain profession or similar replacement profession was thrown back in the game (philosopher, arsenal dwarf, dungeon master, etc). Also, if Toady implemented a way to once again provide profession concurrently with the undead state as he did previously, I wanted those graphics ready to go as well.Right, right. Same reason I made creature graphics for vermin and included them in the creature list. I'll definitely include a note about deprecated professions and that train of thought on the graphic set page.
So, I don't know the current profession list versus the outdated, since my reference is everything that is and was. For instance, I clearly went overkill when creating the elves with more professions than they actually have (thankfully nothing breaks if you have something that doesn't exist).Yeah, I've been thinking, for a possible template, I would include every profession for every civ and all creatures, including vermin. Especially for creatures, that makes it easier to sort them in columns with child, -men and giant below the standard adult.
I believe entity_default.txt does list all possible graphics with odd inconsistencies; it's not clear which syntax name you should be using in the graphics_mygraphics.txt. For example, while a princess or queen for the elf civ is named such in the game it is actually a GENERAL and LEADER respectively in the raws. Yet, the queen for the dwarf civ is under MONARCH alongside the king. To confuse matters further, I am positive [QUEEN:MYDWARVES:1:12:AS_IS:DEFAULT] works and [BARON_CONSORT:MYDWARVES:3:12:AS_IS:DEFAULT] works, but I am not sure if [KING_CONSORT:MYDWARVES:1:12:AS_IS:DEFAULT] or if [BARONESS:MYDWARVES:1:12:AS_IS:DEFAULT] works. Maybe they both do?I see. I will include a notes column on the entity token table for quirks like the elven terminology and a verify tag for the others.
Also, I am not sure if all the listed professions in the entity_default.txt are truly used in the game. Is there a way to spawn a specific profession in the Object Testing Arena, you know, to test it? Heh.Not that I know of.
Perhaps [the photoshop sections] could have it's own section much like a third party utility might have it's own page or just a link to a forum thread/website/whatever with the tutorial outside the wiki?Yeah, I thought about it in the beginning and had ideas to just tell people to google for general tutorials.
the graphics_example.txt profession tokens are incomplete.Ah, great that you mention it. from a quick glance over the raws, the professions seem to be missing the medical jobs and a few others recently added. I updated the wiki. Anything I missed? Entity tokens are incomplete, too, but I knew that. Is the entity_default.txt raw file a complete list for both? Are all positions under the LAND_HOLDER section relevant for graphics? Do they apply to all Civs, or only Dwarves? The other Civs don't seem to have entries regarding those positions.
To prevent this post from sounding overly critical [...]Please, don't worry; Criticism and feedback were the biggest reason I made this thread in the first place. Criticism is always welcome. Don't feel obligated to make your post sound more neutral by adding compliments. Thanks for the kind words, anyway.
Life is probably more of just a categorical simple thing for most of the simulation like: none, then simple chemotrophes (which fix carbon that matters geologically), then photosynthesizing (which starts affecting oxygen levels), then eukaryotic (which starts making shells and limestones and things), then land life (which will contribute to erosion or lack thereof, global temperature, and fossil fuels, etc.). That sort of level of detail.Yeah, that's what I had in mind. I don't think it's necessary to model individual species. It's enough to have data like "this tile currently produces that much oxygen; reduces erosion by that much; leaves that much lime, and that much coal"
I am led to believe that dfhack (from asking their IRC channel) can pretty much already just change any tile, possibly even just using a modified existing tiletypes script. So after embark, you sould be able to read from a geological world file and just replace tiles one by one, with fairly minimal porting code, until the whole map is an equally sized section from the 3rd party app.It seems to me creating the world like Perfect World does would be a good starting point, only using dfhack for things that can't be saved in "world files".
I noticed that the instructions are very specific to Photoshop. They should probably be more general; Currently a lot of the space is taken use by listing specific menus. You assume non-Photoshop users are familiar with their software enough to figure these out, but not the Photoshop users. It seems like the opposite would be true, that someone who spent over $100 on their art software is more likely to be someone who uses it frequently that someone using free software, like GrpahicsGale, GIMP, or Paint.net.
The instructions should probably focus on the Dwarf Fortress Parts of tile creation, rather than the more general art technique parts and how to use your software. Right now, the section is rather bloated with general Photoshop tips, which is also where a lot of those best practices would fall under. Focusing on the Dwarf Fortress parts will simplify the article while focusing on the parts someone would be checking a Dwarf Fortress website for.
I believe that any game is much more fun, stimulating, and satisfying when the player's skills lead to success more so than the character's skills.I think there needs to be some abstraction (some player skills just don't translate well into specific games - physical traits), and I think ideally there should be some way to choose which "skills" you want to tackle as a player, and which you want your character to have (for example the difference between adventurer mode's shift+Attacking and just moving into someone); but I generally agree and It's always really frustrating for me if a game doesn't recognize player skill/knowledge due to whatever limitations.
Right, I originally thought it should be the last DEFAULT as well. The only reason I knew it was reversed was because of geoduck who says he got it from Phoebus' txt files.
Hrm. I am intimidated by the idea of editing the wiki, but I'll give the note a shot (below). Perhaps someone with more knowledge than myself could explain it better.
Prior to the SDL version of 40d you had to worry about everything mentioned on the custom grid page, which lead to things like the Dwarf Fortress Custom Grid Calculator. The custom grid information is still relevant if you use the legacy version of DF, but in 40d19 "The grid size [was] autogenerated on startup; such init.txt settings [were] ignored " if you left them at 0,0.
In other words, x and y at zero will calculate the numbers for you.
P.S. I hope people don't mind about these posts. If so, i'll stop spamming this thread. And, i don't know if that thread is in the right place, maybe it should somewhere else?Nah, it's cool. It's your thread, and you post for updates and feedback. Although you could try to edit your last post instead of double posting if the new post doesn't warrant being separate.
#[OVERRIDE:172:T:TreeBranchesSmooth:2:?] # DON'T KNOW WHAT THAT IS YETElves use those in their forest retreats. Basically a smooth, flat, magic wooden floor.
ANIMATED replaced SKELETON and ZOMBIE, yes. The GHOST token is used in the same way as ANIMATED (e.g. [GHOST:MYDWARVES:12:0:AS_IS:DEFAULT]).Wait, the first DEFAULT is used for that? I thought the one at the end is the one. [DEFAULT:MYDWARVES:12:0:AS_IS:GHOST] is what I expected.
These are the tokens that are used outside of the professions.Great, thanks for that link. I will add the table to the graphic set page when I get to it.
This has a list of the animals you can train for hunting/war.So this part
[TRAINED_HUNTER:MYANIMALS:4:0:AS_IS:DEFAULT] ← TRAINED_HUNTER profession only works with animals that have the [TRAINABLE] tag.
[TRAINED_WAR:MYANIMALS:5:0:AS_IS:DEFAULT] ← TRAINED_WAR profession only works with animals that have the [TRAINABLE] tag.
is correct, right?if your grid init settings reflect 0 for both X and Y (default)Could you elaborate on that? Or better yet, add it yourself under notes.
It is fairly widely agreed in the coding world that crashing is a superior outcome to mysterious and unexpected behavior. Crashing makes you go find the answer and download a new init file and have the game work. Hardcoded defaults drive you crazy and maybe kill your fort when you weren't expecting things constantly, etc. And possibly ALSO crash the game halfway through when some old, forgotten preset Toady used way back when is now invalid.Very good point and I'm having a hard time finding a reason to disagree with you here.
I have to admit I still don't understand the logic of why that is desirable...Really, at first, it was just a thought to make version migration (seemingly) easier for, well, me as a graphic set maintainer.
There are better options than either, though. The best would probably be a big prominent error message that fills up the screen when a corrupt or missing init is found, with a helpful permalink to the download page and a description of what went wrong and that you need a new init file. Or maybe even if tells you what couple of lines were in error.Yeah, more verbose error messages would of course be welcome.
poundYou mean pond? The small lake? Or the british pound symbol?