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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 175943 times)

TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1440 on: September 17, 2019, 05:02:33 am »

Are there any utilities to help mod graphics for creatures and other stuff but mainly creatures? It just seems like such a drag to be going into the .txt files.
Also, any tips for a newbie when modding graphics for creatures?
GIMP or other for pixel art making: https://felgo.com/game-resources/make-pixel-art-online
I'd recommend painting over an existing creature, to draw a new creature tile.

Drawing the art is the hard part, the
Spoiler (click to show/hide)
telling which row and column the tile is at, is easy. Please draw an elephant's zombie and skeleton and ghost variant...

The "Modding tools" section has raws editing helpers: https://dwarffortresswiki.org/index.php/DF2014:Utilities
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

DerMeister

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1441 on: September 17, 2019, 08:36:42 am »

Kobolds have no nobles and not make currency by year. If add to them currency, what name will have their coins?
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Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1442 on: September 17, 2019, 11:23:06 am »

Their civ name probably. No idea what they'll have for decoration.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Silent Croak

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1443 on: September 18, 2019, 11:39:19 am »

Are there any utilities to help mod graphics for creatures and other stuff but mainly creatures? It just seems like such a drag to be going into the .txt files.
Also, any tips for a newbie when modding graphics for creatures?
GIMP or other for pixel art making: https://felgo.com/game-resources/make-pixel-art-online
I'd recommend painting over an existing creature, to draw a new creature tile.

Drawing the art is the hard part, the
Spoiler (click to show/hide)
telling which row and column the tile is at, is easy. Please draw an elephant's zombie and skeleton and ghost variant...

The "Modding tools" section has raws editing helpers: https://dwarffortresswiki.org/index.php/DF2014:Utilities


Very helpful, thanks a lot.

One more question. What do I have to do to make the game use the sprites for a certain civilization?. I want to add sprites for a new civilization that was modded (and works fine) into the game, skaven from Warhammer. The game is already using Phoebus' graphics so I added a graphics_phoebus_skaven.txt on the DF/raws/graphics and corresponding .png in the Phoebus folder but it doesn't seem to have done anything.


This is what's in so far in the txt file, just as a test


Code: [Select]
graphics_phoebus_skaven

[OBJECT:GRAPHICS]

[TILE_PAGE:PHOEBUS_SKAVEN]
[FILE:phoebus/skaven.png]
[TILE_DIM:16:16]
[PAGE_DIM:9:5]

[CREATURE_GRAPHICS:SKAVEN]
[DEFAULT:SKAVEN:9:0:AS_IS]
[STANDARD:SKAVEN:9:0:AS_IS:DEFAULT]
[MINER:SKAVEN:0:1:AS_IS:DEFAULT]
[RECRUIT:SKAVEN:1:3:AS_IS:DEFAULT]
[WRESTLER:SKAVEN:0:3:AS_IS:DEFAULT]
[SPEARMAN:SKAVEN:2:3:AS_IS:DEFAULT]
[SWORDSMAN:SKAVEN:1:3:AS_IS:DEFAULT]
[AXEMAN:SKAVEN:3:3:AS_IS:DEFAULT]
[HAMMERMAN:SKAVEN:5:3:AS_IS:DEFAULT]
[CROSSBOWMAN:SKAVEN:7:3:AS_IS:DEFAULT]
[MACEMAN:SKAVEN:4:3:AS_IS:DEFAULT]
[LASHER:SKAVEN:8:3:AS_IS:DEFAULT]
[PIKEMAN:SKAVEN:2:3:AS_IS:DEFAULT]
[BLOWGUNMAN:SKAVEN:6:3:AS_IS:DEFAULT]
[BOWMAN:SKAVEN:6:3:AS_IS:DEFAULT]
[CHAMPION:SKAVEN:1:4:AS_IS:DEFAULT]
[MASTER_WRESTLER:SKAVEN:0:4:AS_IS:DEFAULT]
[MASTER_SPEARMAN:SKAVEN:2:4:AS_IS:DEFAULT]
[MASTER_SWORDSMAN:SKAVEN:1:4:AS_IS:DEFAULT]
[MASTER_AXEMAN:SKAVEN:3:4:AS_IS:DEFAULT]
[MASTER_HAMMERMAN:SKAVEN:5:4:AS_IS:DEFAULT]
[MASTER_CROSSBOWMAN:SKAVEN:7:4:AS_IS:DEFAULT]
[MASTER_MACEMAN:SKAVEN:4:4:AS_IS:DEFAULT]
[MASTER_LASHER:SKAVEN:8:4:AS_IS:DEFAULT]
[MASTER_PIKEMAN:SKAVEN:2:4:AS_IS:DEFAULT]
[MASTER_BLOWGUNMAN:SKAVEN:6:4:AS_IS:DEFAULT]
[MASTER_BOWMAN:SKAVEN:6:4:AS_IS:DEFAULT]
[STANDARD:PHOEBUS_SKAVEN:7:0:AS_IS:DEFAULT]
[PLANTER:PHOEBUS_SKAVEN:2:1:AS_IS:DEFAULT]


I dont get what Im doing wronge since "skaven" is the name given to them in the creature_skaven.txt file
« Last Edit: September 18, 2019, 11:42:01 am by Silent Croak »
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TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1444 on: September 19, 2019, 03:47:15 am »

Hmm...
CREATURE_GRAPHICS:<creature id> tells game to use these tiles for that creature.

Spoiler (click to show/hide)

Guess you need
[TILE_PAGE:PHOEBUS_SKAVEN]
   [FILE:phoebus/skaven.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:9:5]

[CREATURE_GRAPHICS:SKAVEN]
   [DEFAULT:PHOEBUS_SKAVEN:9:0:AS_IS]  use your "PHOEBUS_SKAVEN" label to tell while tile-pile to use, not "SKAVEN" the creature id.
« Last Edit: September 19, 2019, 03:52:28 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Silent Croak

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1445 on: September 20, 2019, 12:04:48 pm »

Hmm...
CREATURE_GRAPHICS:<creature id> tells game to use these tiles for that creature.

Spoiler (click to show/hide)

Guess you need
[TILE_PAGE:PHOEBUS_SKAVEN]
   [FILE:phoebus/skaven.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:9:5]

[CREATURE_GRAPHICS:SKAVEN]
   [DEFAULT:PHOEBUS_SKAVEN:9:0:AS_IS]  use your "PHOEBUS_SKAVEN" label to tell while tile-pile to use, not "SKAVEN" the creature id.


Heeey, it worked. Thanks a lot fella. Now I can continue to draw my ratmen in peace.
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1446 on: September 20, 2019, 02:04:04 pm »

Can anyone tell me why this is making 100+ iron anvils?

Code: [Select]
[REACTION:hf_SMELTER_ANVIL_IRON]
[NAME:Smelt anvil]
[BUILDING:SMELTER:CUSTOM_SHIFT_A]
[REAGENT:A:1:BAR:NONE:METAL:IRON]
[PRODUCT:100:1:ANVIL:NO_SUBTYPE:METAL:IRON]
[FUEL]
[SKILL:SMELT]

Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1447 on: September 20, 2019, 02:21:36 pm »

Because it's only using 1:150th of a bar and doesn't have a "does not determine product amount" token to stop it. Metal bars are measured in fractions of 150, so if you want to make one anvil from one bar, you have to use 150 in the reagents quantity.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1448 on: September 20, 2019, 02:39:25 pm »

Because it's only using 1:150th of a bar and doesn't have a "does not determine product amount" token to stop it. Metal bars are measured in fractions of 150, so if you want to make one anvil from one bar, you have to use 150 in the reagents quantity.

awesome thanks. So would putting [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after the reagent line do the same thing as using 150 in the reagent quantity?

TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1449 on: September 20, 2019, 04:00:44 pm »

awesome thanks. So would putting [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after the reagent line do the same thing as using 150 in the reagent quantity?

using 150 units takes one bars-stack (40 kg?) away from the fort, using 1 unit takes very little (266 grams?) away from the fort.

"A product of 150 is typical for BAR, POWDER_MISC, LIQUID_MISC, DRINK, and GLOB.
15000 is typical for THREAD, and a size of 10000 is typical for CLOTH.
Has no effect on any other item types. Note: this is not the actual volume of the product, which is hard-coded by the item token."
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1450 on: September 20, 2019, 04:29:58 pm »

Basically if you added that, it would make only one anvil, but you'd have a partial bar left; 149/150ths
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1451 on: September 20, 2019, 06:05:12 pm »

Basically if you added that, it would make only one anvil, but you'd have a partial bar left; 149/150ths

Thanks. Good to know

DerMeister

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1452 on: September 20, 2019, 06:16:55 pm »

I have one reaction of sewing pillow. Probably stuffing material is hair, feather and silk. Will reaction work with silken threads?
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TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1453 on: September 21, 2019, 08:08:22 am »

I have one reaction of sewing pillow. Probably stuffing material is hair, feather and silk. Will reaction work with silken threads?
Yeah, and can require even more thread than the usual 15000.
Might want to add a class of "pillow_stuffing" to animal hair and feathers materials, because I think commanding the HAIR bodypart is tricky.
Maybe a "decorated with bands of X" decoration into the pillow-making reaction. (cloth, hair, feathers, hay, thread)
Here's an example thread in reaction.
Spoiler (click to show/hide)
« Last Edit: September 21, 2019, 08:10:26 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Quaksna

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1454 on: September 21, 2019, 08:47:00 am »

I have seen lots of downloadable DfHack scripts around, how do I use these and how can they help me with modding? It would certainly be cool to spawn units, build units, teleport units...

Can someone give me basic education?  Pleeease?
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