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Author Topic: Anyone found any use in editing the text files for terrain in non-ASCII packs?  (Read 555 times)

jecowa

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I've had not much luck in editing the text files found within /Dwarf Fortress/data/vanilla/vanilla_environment/graphics/

Changing the tile size from 32:32 to 16:16 (along with editing the graphics files to match) still doesn't look quite right.

Wasn't able to reduce the number of random tiles for sand from 4 to 2. (It just made half of the sand tiles blank.)

Tried to make sand use the add_color like in creature graphics by adding "_palette" to the end like I saw on some other tiles, but that didn't work. Then tried editing the graphics to add one of the the material replacement colors, but that didn't help either. Then tried adding ":ADD_COLOR" like in creature graphics just to be sure.

It's looking like the only way to convert old graphics packs is to scale everything up to 32x32 and include a bunch of duplicate tiles and tiles that are just palette swaps of other tiles.
« Last Edit: September 10, 2024, 04:41:12 am by jecowa »
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DPh Kraken

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To add duplicate tiles, instead of removing the entries, you'd just make the TILE_PAGE:X:Y point to the same image as another.

ADD_COLOR isn't currently supported outside of creature graphics, unfortunately. Only certain tiles will use material replacement colors, the same ones as vanilla.

The tile size blurriness is controlled by your interpolation settings. If you're playing with 16x16, then it is safer to scale up to 32x, yeah.

I've had some luck converting old graphics packs to the new format - check out Pseudo-ASCII in my signature, it does need a bunch of palette swapped files and isn't complete (it's pending some way to generate the images for RAW content, plus a bunch of tiles that are hard to track down)
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jecowa

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Thank you. It's going to be a pain without the automatic background/foreground coloring feature.

I think this might be how to do apply colors manually:

1. Multiply the foreground color onto the tile.

2. Then take the alpha channel, invert it, and multiply the background color onto that.

3. Then put the foreground layer on top so you can see the background layer below it through its alpha transparency.

The color is very slightly off from my screenshot, though.
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