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Author Topic: Pseudo-ASCII: graphics set based on tileset image  (Read 1017 times)

DPh Kraken

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Pseudo-ASCII: graphics set based on tileset image
« on: August 28, 2024, 10:33:54 pm »

This is a project I've been working on, it's basically putting a bunch of tileset images for each color combination and putting them into the full-color Premium graphics raws. Design goal is to be extensible and use this mod as a framework for loading tilesets by other authors in a post-TWBT world. Because each renderer has its own quirks, it's not perfectly accurate, but I've tried to make it work as well as possible.

Features a DFhack script to replace the black background with a custom image.

It's heavily WIP, since it requires a lot of research to find the equivalencies of graphics tokens vs things from the tileset. Item graphics are complete, environment is almost done, buildings and plants need some extra attention. Any help is appreciated.

https://github.com/ATP-Kraken/DF-PseudoASCII/

Spoiler: Images (click to show/hide)
« Last Edit: August 28, 2024, 10:41:39 pm by DPh Kraken »
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[CHEESE_PLANT] and [CHEESE_GRAPHICS] biggest fan
My mods:
Language & symbolsMiscellanyGraphics resourcesPseudo-ASCII

Ontoue

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Re: Pseudo-ASCII: graphics set based on tileset image
« Reply #1 on: September 02, 2024, 05:32:27 pm »

Oh I was just fantasizing about something like this the other day. I can't see the previews unfortunately, but I am very interested in this. How do you find the original tile for a given sprite? Just dig through the raws?
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DPh Kraken

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Re: Pseudo-ASCII: graphics set based on tileset image
« Reply #2 on: September 02, 2024, 06:11:55 pm »

There's no raws for most objects, I have to rely on the Tilesets page on the wiki and switching between ASCII and graphics.
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My mods:
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jecowa

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Re: Pseudo-ASCII: graphics set based on tileset image
« Reply #3 on: September 11, 2024, 08:31:06 am »

So you make the main tilesheet in all 256 combinations of foreground color and background color. Then you write raw objects files that map it to those files. And then the raws can be used for any 32x32 tileset that uses the vanilla raws just by making 256 versions of its main tilesheet. Am I understanding this correctly?

How do I install it? I have DFHack running on Dwarf Fortress 0.50.13. I put "hardcoded_gfx.lua" into the /hack/scripts/ folder and "swap_graphics.lua" into the /hack/scripts/internal/ folder. How do I install the graphics?

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Edit3: I put the contents of the graphics folder into the vanilla folder, and turned on graphics mode, but I don't think it worked. Tested adamantine pants here:

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« Last Edit: September 11, 2024, 10:01:52 am by jecowa »
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DPh Kraken

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Re: Pseudo-ASCII: graphics set based on tileset image
« Reply #4 on: September 11, 2024, 09:32:13 pm »

I'm only using a limited number of combinations, but the principle is the same.
To use it, you need to install it as a mod when creating a new world. I'm not sure why you're trying to merge it into vanilla.
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My mods:
Language & symbolsMiscellanyGraphics resourcesPseudo-ASCII

jecowa

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Re: Pseudo-ASCII: graphics set based on tileset image
« Reply #5 on: September 11, 2024, 09:37:52 pm »

Thank you. I figured out how to add mods to the arena, and it works now.
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