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Author Topic: About Animal People ...  (Read 3796 times)

Tallcastle

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About Animal People ...
« on: September 10, 2016, 05:47:22 pm »

so here are a few oddball questions for everyone in the collective Dwarf Fortress nut house Family.

First - I'm in the process of writing the graphics.txt files for my Graphics Set and I'm trying to figure, what sprite does the game use for the standard 'Savage' animal men that are running around?  Im thinking its either the 'DEFAULT' or 'STANDARD' profession token but I'm not rely sure.  It would be nice to be able to make the distinction between (for example) the Savage Elephant Man 'Stompy McBoatmurdered' and the Civilized Elephant Man 'Stompy McPetitionsForCitizenship'

Second - If anyone out there have a save game where they have animal men citizens (via citizenship petition) and have that same kind of animal men type running around as savages outside.  Could you upload that save and post it here?  It would be rely useful for some !Science! to figure out how the game organizes Animal Men Sprites.

Third - The only websight i have found that goes over how the graphics.txt files are suposted to be set up is on the Dwarf Fortress Wiki. Is there anything else out there with more information?
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jecowa

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Re: About Animal People ...
« Reply #1 on: September 10, 2016, 06:12:13 pm »

I looked into this earlier when converting your tilesheets to Quietsun.

I believe DEFAULT is used Savage people. If a person has a profession (I don't think savages can have professions), then it uses STANDARD instead.

CLA posted some graphics.txt files that were generated by the Quietsun standard. You can download them here: CLA's Quietsun templates

I already have some of your stuff converted to the Quietsun format. If you want it, you can find it here: Mayday graphics pack.
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CLA

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Re: About Animal People ...
« Reply #2 on: September 11, 2016, 11:22:34 am »

Quote from: Tallcastle
It would be nice to be able to make the distinction between [Savage and Civilized animalpeople]
I don't think that this is possible. DF will use the graphic for whatever profession they are, regardless of the civilization they're part of. When they don't have a profession, it will use STANDARD. When there is no graphic it will fall back to DEFAULT.
Quote from: Tallcastle
Is there anything else out there with more information?
The graphic set page is all the information there is, really. I consider it reasonably complete (notwithstanding a few open questions regarding Position/Consort tokens and their combinations). Is there something you're missing?
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

Tallcastle

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Re: About Animal People ...
« Reply #3 on: September 12, 2016, 03:59:41 am »

The graphic set page is all the information there is, really. I consider it reasonably complete (notwithstanding a few open questions regarding Position/Consort tokens and their combinations). Is there something you're missing?
Not sure really.
There does seam to be a bit out there that's just not known.  Mostly it just seams that some !Science! needs to be done. 
Some things like Texture Tokens, wile vague, are straight forward enough you can figure them out.
Other things like the 'DEFAULT' and 'STANDARD' Tags I asked about above, I needed confirmation about.
Than you have the 'AS_IS' tag everything has, and that isn't explained at all.

Sure I could do the !Science! myself, but why do it if its already been done.
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jecowa

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Re: About Animal People ...
« Reply #4 on: September 12, 2016, 04:30:33 am »

The "ADD_COLOR" setting colors the tile based on its profession. The "AS_IS" setting does not modify the color of the tile.
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Tallcastle

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Re: About Animal People ...
« Reply #5 on: September 12, 2016, 05:01:10 am »

well crap... once you pointed that out, I went back and found it on the wiki.  now I feel like an idiot.
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CLA

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Re: About Animal People ...
« Reply #6 on: September 12, 2016, 08:57:45 am »

If there's still something you're unclear about, don't hesitate to ask for clarification on the wiki talk page too.
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

Tallcastle

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Re: About Animal People ...
« Reply #7 on: September 13, 2016, 12:32:13 am »

Ok, so here is one.

there are 8 animals in the RAW's with the tag [PACK_ANIMAL]
4 with [WAGON_PULLER]
and 5 with the tag [MOUNT]

is there anyway to identify a sprite to be used for these roles.
Example: game uses different sprites for a Pack-Horse, a Grazing Horse, and a Ridden Horse(War Horse)

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CLA

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Re: About Animal People ...
« Reply #8 on: September 13, 2016, 09:10:05 am »

Quote
is there anyway to identify a sprite to be used for these roles.
There isn't. Only the values on the graphic set values are valid. Nothing else.

Though there might be a way to do it with TWBT, I don't know about that.
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

Dirst

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Re: About Animal People ...
« Reply #9 on: September 14, 2016, 09:55:14 am »

The only real way to distinguish members of the same species is by profession.  Hunting-trained and war-trained are considered professions, so you might be able to distinguish up to four different horse types that way.

Ambusher skill makes it a "hunter"
Not sure what skill makes it a "warrior" (my wild guess would be Fighter)
No profession at all makes it "standard"
A profession that doesn't have an icon makes it "default" (many different natural skills can be used here)

There's nothing to prevent you from using other professions as well, but it will get increasingly divorced from in-game descriptions ("Why are my draft horses listed as Swordsmen?")
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Tallcastle

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Re: About Animal People ...
« Reply #10 on: September 15, 2016, 01:36:24 am »

Not rely anything new, however i came across this topic in the'DF Modding' thread.
Assigning different Graphics to the four Antmen castes.

Just in case someone finds our topic here looking for answers, there are a LOT of rely good ideas on how this kind of thing works in the one listed above.
However its also been dead for a wile, and i'd like to avoid Necro'ing it, so I'm just referencing it here for posterity sake.
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Putnam

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Re: About Animal People ...
« Reply #11 on: September 15, 2016, 05:39:24 am »

Graphics haven't changed any since 2012, so all that should still be valid.

Evans

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Re: About Animal People ...
« Reply #12 on: September 16, 2016, 11:27:33 am »

Any... updates?

I took liking to playing animal people and would love to have some sprites.
I have no clue how to set up them myself yet, even tho I have some graphics to use for those.
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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

Tallcastle

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Re: About Animal People ...
« Reply #13 on: September 16, 2016, 12:12:01 pm »

I'm Contently putting up updates!  In the last week I've completed graphics.txt files for all completed PNG's to date and finished my own variation of 'Elves'.

Drop by my Graphics Topic and leave a comment or suggestion. I'm open to, and in fact eager to hear, any feedback you have!
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Evans

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Re: About Animal People ...
« Reply #14 on: September 16, 2016, 12:50:58 pm »

Ooo-ooh! Nice!

I took a look at them and they are amazing. Few I didn't like but they are preferable to letters!

Now, how do I add them to MDF? :D
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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()
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