![]() The DF documentation is pretty sparse and I haven’t been able to successfully install any tileset by following it. And every other reference, tutorial, book, or video that I’ve found all points to using LNP which I’m not asking about. The best I can tell, it seems like there are actually multiple (in fact, many) different files/settings that need to be modified to use a given tileset. And to add further complication, it seems like perhaps not all of them need to be modified, depending on various factors (like current resolution). But I can find no reference that documents what modifications need to be made, what the various modifications do (so that I can decide if I need to make that particular change), etc. Or I could be totally wrong about all of that. How do I manually install a tileset in just vanilla, out-of-the-box Dwarf Fortress?ĭwarf fortress has four different values for font and tileset files. That is because it reuses the same symbols for both text, displaying tiles, and data. However, DF is smart enough to be able to use a tile set for only its graphics, not its text, 'mostly'. It's written for the use of the standard windows-1252 encoding (also known as latin-1 or IBM CP 437.). Here's what each of the four font value options mean: 'Somewhat' fixing the issue: The reason it can somewhat separate things is because it tends to use the ASCII set for text and the Extended set for "graphics". This sets the replacement images for the 256 font characters. You can and should set this to a text font file (i.e. This prevents your tileset graphics from overwriting characters such as 0 or. If you prefer the graphics for these tiles over somewhat less legible text, you can set this to your graphics file. Be sure to set the TRUETYPE option to YES (see below). This sets the replacement images for the 256 characters when the game is in fullscreen. This allows for the override of your tileset font and instead the game will use data/art/font.ttf for all text outside the game area, reducing the text corruption issues somewhat. Using the above settings with regular DF will get you a game that is somewhat readable, but has a few quirks: Graphics font packs usually leave the letters a-zA-Z0-9 alone while modifying characters such as éáö&. This leaves you with a few graphics in place of text, and a little text in place of graphics, but overall the game will be legible and work. Why you are experiencing complete Mojibake, is because you are likely using a version of the tileset graphics meant for TWBT. A version meant for the regular game leaves most of the alphabet alone to keep text legible.įirst, sometimes extended characters are used in text (dwarven names and item qualities come to mind). Second, sometimes regular characters are used for creatures and so on. These still display as letters.Ī simple tileset mod cannot fix these two issues by itself. But partially installing one for just the extended characters makes your text more legible. The other two options and are to be used if you want to use a creature graphics pack alongside your tileset graphics. Graphics tilesets can also be added to dwarf fortress to have more than 256 symbols available to you, and thus to present more detail in game views. They are additional image files that contain all creatures in the game, in various states. Other things currently have no graphic set data defined for them, and still have to use the regular tileset. They are often made to be combined with a tileset. You can mix and match, as long as you use the same pixel size for a square. (So any 16x16 tile set can be combined with any 16x16 creature graphics set). To install such a set manually, first set the GRAPHICS = yes option in init.txt. Then copy in the set's /raw/graphics folder. This contains text files telling the game where to find which graphic, as well as tile sheets. The game will automatically read all text files in this folder. An example to illustrate (taken from Phoebus graphics): The text files create in-game data objects known as tile pages with arbitrary labels pointing to the files, and add the tile page index to a creature to give it its graphic. This creates a new tile page called PHOEBUS_DD for use with dwarfs. It can be found in the file /raw/graphics/doren/042.png.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |