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Editing 40d Talk:Graphics set repository

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'''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)
 
'''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==
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==HOWTO use Mayday graphic tileset in v0.28.181.39.==
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.
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1) Unpack df_28_181_39e.zip and DFG8.zip into separate folders. Later on it'll be supposed that df_28_181_39e.zip is unpacked into \D\ folder, and DFG8.zip - into \M\ folder.
  
 
2) Copy the contents of \M\data\art\ folder into \D\data\art\, replacing the existing files.
 
2) Copy the contents of \M\data\art\ folder into \D\data\art\, replacing the existing files.
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3) Open init.txt file in \D\data\init\.
 
3) Open init.txt file in \D\data\init\.
  
Set [GRAPHICS:YES], [GRAPHICS_FONT:mayday.bmp] and [GRAPHICS_FULLFONT:mayday.bmp].
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Set [GRAPHICS:YES], [GRAPHICS_FONT:square_16x16.bmp] and [GRAPHICS_FULLFONT:square_16x16.bmp].
  
 
Now the game should be using the tile files we copied in the previous part.
 
Now the game should be using the tile files we copied in the previous part.
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4) Replace \D\raw\graphics\ folder with \M\raw\graphics\ folder.
 
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.
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That folder contains the tilesets for various creatures as well as the graphics_example.txt file, which holds the settings for the tilesets.
  
  
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That's it, now you're efficiently playing the same game you were before.
 
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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I found something that you had forgotten to mention. In the init file you may also want to change the [VARIED_GROUND_TILES:YES]to [VARIED_GROUND_TILES:NO]. This makes all the tiles the same instead of some tiles being from MayDay and some from the normal graphics[[User:Mission0|Mission0]] 14:51, 10 August 2008 (EDT)

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