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Author Topic: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)  (Read 277700 times)

LeoCean

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #540 on: July 12, 2018, 12:38:43 am »

They must default to using non twbt mode for spacefox. What you did was correct by moving it from the "fake folder"  \raw\art and so on since I am pretty sure that isn't a df folder just one used to store those files but not activating them.

1. Would make so much more sense if they were named twbt_raw\art and so on since they can't work as raw\art anyways it would just confuse people. Heck it should be named if_you_want_twbt_move_these\art.  :P

2. Idk what that rock click and save link is about he wrote it not me, I just quoted him. Anyways that folder seems to be a default in there anyways so that info was redundant. - Actually you have to copy over onLoad_gfx_Spacefox.init manually to either LNP\graphics\Spacefox\raw (it's in LNP\graphics\Spacefox). It's best to just copy and paste in the LNP\graphics folder,  the tileset folder you want to change so you don't have to mess around to much and have an original in case you mess up. Wish they'd just add a twbt version this looks like a pain for noobs and experienced people if they want to use the twbt version since they will think they have everything already but don't. I know Dastactic is doing a let's play with spacefox but he does not have all of the twbt stuff included.

onLoad_gfx_Spacefox.init adds transparency, it could add other things but for now that's all it has.
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Steampunkgears

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #541 on: July 12, 2018, 10:59:34 pm »

So just to clarify on the onLoad_gfx_spacefox

 So I basically move it from "LNP\graphics\Spacefox" to "LNP\graphics\Spacefox\raw" and do i need to go into LNP at that point and make sure I refresh/install graphics and updates saves? or can I manually drag it into Dwarf Fortress 0.44.10 folder somewhere to get it to manually work>? I see a onLoad_gfx_phoebus inside the Primary folder is why I ask. thanks again for the help.  8)
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LeoCean

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #542 on: July 13, 2018, 03:50:36 am »

You should probably just manually copy it to Dwarf Fortress 0.44.10\raw, I don't think it needs to be in the save files. Problems would probably arise if your LNP\graphics\Spacefox is different than the version in Dwarf Fortress 0.44.10\raw ect.. Just graphically it wouldn't break saves since the only changes you are really making is graphics.

You should be able to notice transparency(different tiles/ground tiles) under your units/furniture if it is working.
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Steampunkgears

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #543 on: July 13, 2018, 08:33:27 pm »

ok I will give it a shot. thanks for the help and will post more if I have questions.  ;D

update - here is a screenshot of my dining area and peeps in it. https://imgur.com/a/UcYl4JK
I feel like it didn't work. im not going insane about it but I would like to figure out how that works if it did not work.
« Last Edit: July 13, 2018, 08:55:00 pm by Steampunkgears »
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LeoCean

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Re: Spacefox 16x16 Graphic and Tileset (Updated 1/8/2013)
« Reply #544 on: July 13, 2018, 09:00:58 pm »

That looks like it worked because I can see original stone tiles underneath the units + the chairs, you can try screenshoting it for yourself in that area then save and reload without it active to see if there is a difference.
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