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Author Topic: Dwarf Fortress graphics repositories  (Read 29626 times)

Meph

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Re: Dwarf Fortress graphics repositories
« Reply #270 on: January 06, 2018, 10:39:37 am »

Since you collect and update sets, you might want to know that traps can use overrides for each trap type. I haven't seen anyone using it, so here you go, in case you want to add that feature to any set.

Code: [Select]
[OVERRIDE:old-tile:B:TRAP:Trap:1:new-tileset:new-tile] pressure plate
[OVERRIDE:old-tile:B:TRAP:Trap:2:new-tileset:new-tile] cage
[OVERRIDE:old-tile:B:TRAP:Trap:3:new-tileset:new-tile] stonefall
[OVERRIDE:old-tile:B:TRAP:Trap:4:new-tileset:new-tile] weapon

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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Meph

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Re: Dwarf Fortress graphics repositories
« Reply #272 on: January 06, 2018, 11:34:56 am »

Oh... didn't knew about the levers. That gives 2 more free tiles in the main tileset. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

jecowa

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Re: Dwarf Fortress graphics repositories
« Reply #273 on: January 07, 2018, 04:25:09 am »

Instructions for switching graphics pack to use TWBT:
  • Move onLoad.init to the /raw/ folder.
  • Move the contents of /data/twbt_art/ to /data/art/.
  • Move the contents of /data/twbt_init/ to /data/init/.
  • Move the contents of /raw/twbt_graphics/ to /raw/graphics/.
  • Move the contents of /raw/twbt_objects/ to /raw/objects/.

This is so the TWBT versions can have alpha transparency on the main tilesheet and creatures, and non-TWBT versions can have simplified language files and true black color palettes (for TTF fonts). And also there's some difference in other objects files that might be needed for keeping tiles in different spots for overrides or using TWBT's large color palette feature. And also different print modes.
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