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Editing 40d Talk:Graphics set repository

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I've created and added [[Template:GraphicsSet]] to match the outline of [[List of user character sets]] page.  I don't know what we should do with the outdated sets. Some of the links don't work and it just looks sloppy. Should it just be deleted? [[User:Plac1d|Plac1d]] 11:40, 23 November 2007 (EST)
 
I've created and added [[Template:GraphicsSet]] to match the outline of [[List of user character sets]] page.  I don't know what we should do with the outdated sets. Some of the links don't work and it just looks sloppy. Should it just be deleted? [[User:Plac1d|Plac1d]] 11:40, 23 November 2007 (EST)
 
Reorganized this page, it was getting very cluttered. It seems User:Jackard just did the very same thing to the Utilities page. The wiki is getting cleaned up. ;) --[[User:ShunterAlhena|ShunterAlhena]] 17:31, 19 August 2008 (EDT)
 
  
 
== 12x12 Tileset ==
 
== 12x12 Tileset ==
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-- [[User:Sphr|Sphr]] 04:14, 21 December 2007 (EST)
 
-- [[User:Sphr|Sphr]] 04:14, 21 December 2007 (EST)
  
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== Regarding Dystopian Qantas ==
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Anybody knows what is tile for dwarves.bmp 9:4 ? The tiles above are:
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<pre>
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[DRUID:DWARVES:9:0:AS_IS:DEFAULT]
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[GUILDREP:DWARVES:9:1:AS_IS:DEFAULT]
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[MERCHANTBARON:DWARVES:9:2:AS_IS:DEFAULT]
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[MERCHANTPRINCE:DWARVES:9:3:AS_IS:DEFAULT]
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[??????:DWARVES:9:4:????:????] << this line don't exists in the text data.
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</pre>
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From the looks of things, it could be sheriff/captain of the guard, so I'm going to assume that until somebody kindly corrects me.
  
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--[[User:Sphr|Sphr]] 10:23, 21 December 2007 (EST)
  
 
== graphics sets vs object tilesets ==
 
== graphics sets vs object tilesets ==
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</s>
 
</s>
 
:The information on [AQUATIC] is either incorrect, or possibly only valid in some cases - I've been experimenting with symbolic graphics tiles and made a set for creature_large_riverlake (hadn't seen this). I have carp and tigerfish in my current map, and they both show up using the custom graphic. [[User:Shaja|Shaja]] 00:21, 3 April 2008 (EDT)
 
:The information on [AQUATIC] is either incorrect, or possibly only valid in some cases - I've been experimenting with symbolic graphics tiles and made a set for creature_large_riverlake (hadn't seen this). I have carp and tigerfish in my current map, and they both show up using the custom graphic. [[User:Shaja|Shaja]] 00:21, 3 April 2008 (EDT)
::You're right. I made the mistake using [CREATURE:WHALE] instead of [CREATURE'''_GRAPHICS''':WHALE]. Thanks for pointing that out- I was convinced fish couldn't have graphics. I just tinkered around, and it seems creature_large_ocean creatures will show up too. [[User:Plac1d|Plac1d]] 10:49, 3 April 2008 (EDT)
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::You're right. I made the mistake using [CREATURE:WHALE] instead of [CREATURE'''_GRAPHICS''':WHALE]. Thanks for pointing that out- I was convinced fish couldn't have graphics. I just tinkered around, and it seems creature_large_ocean creatures will show up too.
 
'''Professions:''' Profession listed in graphics_example.txt in "raw/graphics" is shared by CREATURE_GRAPHICS tags DWARF, HUMAN, GOBLIN, ELF, KOBOLD. Dwarves uses most of them. Humans and Goblins also uses many of those. Elves and Kobolds uses just a few. I don't know where a list is located or if even one has been created accounting the exact professions used by each race.  
 
'''Professions:''' Profession listed in graphics_example.txt in "raw/graphics" is shared by CREATURE_GRAPHICS tags DWARF, HUMAN, GOBLIN, ELF, KOBOLD. Dwarves uses most of them. Humans and Goblins also uses many of those. Elves and Kobolds uses just a few. I don't know where a list is located or if even one has been created accounting the exact professions used by each race.  
 
   
 
   
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:All champions look the same. Borders: My guess is that when a background color is too similar to that of the colors used by a character on top of it, the border helps to distinguish the two from another. Anyway, I hope this helps! [[User:Plac1d|Plac1d]] 07:39, 31 March 2008 (EDT)
 
:All champions look the same. Borders: My guess is that when a background color is too similar to that of the colors used by a character on top of it, the border helps to distinguish the two from another. Anyway, I hope this helps! [[User:Plac1d|Plac1d]] 07:39, 31 March 2008 (EDT)
 
'''LIMITATIONS''': I have found an interesting bug/limit while making graphics sheets. The total number of tiles in a sheet cannot number more than 1024, regardless of how big (18x18) or how small (8x12) each tile is. Thus, a sheet that has its graphics organized into 22 rows and 44 columns works fine (as 22x44=968 which is less than 1024. However, a sheet that has 24 rows and 44 columns (24x44=1056) will cause Dwarf Fortress to hang and crash to desktop when using either Arena or Fortress Mode. Found this out when I couldn't get my sheet of 33x44 tiles to work. Also, this how-to guide is awesome. I should update it for DF2012. [[User:Coaldiamond|Coaldiamond]] ([[User talk:Coaldiamond|talk]]) 19:29, 8 July 2013 (UTC)
 
 
==HOWTO migrate Mayday graphic tileset to a newer version==
 
1) Unpack the newest df.zip and DFG.zip into separate folders. Later on it'll be supposed that df.zip is unpacked into \D\ folder, and DFG.zip - into \M\ folder.
 
 
2) Copy the contents of \M\data\art\ folder into \D\data\art\, replacing the existing files.
 
 
Those files contain item and surroundings graphical tiles.
 
 
3) Open init.txt file in \D\data\init\.
 
 
Set [GRAPHICS:YES], [GRAPHICS_FONT:mayday.bmp] and [GRAPHICS_FULLFONT:mayday.bmp].
 
 
Now the game should be using the tile files we copied in the previous part.
 
 
 
Sidenote: you may also wish to play with [AUTOSAVE:], [AUTOBACKUP:], [SHOW_EMBARK_X:] and [SHOW_ALL_HISTORY_IN_DWARF_MODE:]  keys.
 
 
 
4) Replace \D\raw\graphics\ folder with \M\raw\graphics\ folder.
 
 
That folder contains the tilesets for various creatures as well as the graphics_mayday.txt file, which holds the settings for the tilesets.
 
 
 
Ok, now we're done with graphics.
 
 
 
You may also wish to use the Mayday variant of control key layout.
 
 
To do so, open \D\data\init\interface.txt and replace the existing [CURSOR_UP_Z:] and [CURSOR_DOWN_Z:] keys with [CURSOR_UP_Z:DIVIDE] and [CURSOR_DOWN_Z:MULTIPLY], respectively.
 
 
 
That's it, now you're efficiently playing the same game you were before.
 
 
(EDITED by Mayday to be a bit more up-to-date and universal. There's still the matter of editing the raws to change the default tiles to the new custom ones... :/).
 

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