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Author Topic: graphics_example.txt --> Questions  (Read 1211 times)

schm0

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graphics_example.txt --> Questions
« on: November 02, 2007, 10:46:00 am »

What does the texture type represent? There are several types to choose from, but I don't know what their significance is. Can anyone explain in detail?

quote:

For the DEFAULT options, the format is
"texture type:creature token:x location on tile page:y location on tile page:whether to color it (ADD_COLOR or AS_IS)"
Type of textures:
DEFAULT
ADVENTURER
GUARD
ROYALGUARD
CASTLEGUARD
SKELETON
ZOMBIE

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schm0
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DR

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Re: graphics_example.txt --> Questions
« Reply #1 on: November 02, 2007, 11:37:00 am »

quote:
Originally posted by schm0:
<STRONG>What does the texture type represent? There are several types to choose from, but I don't know what their significance is. Can anyone explain in detail?

</STRONG>


Sure can!

Your common or garden creature, let's say, a dwarf swordsman, has an entry in graphics_example.txt that looks something like this:

       [SWORDSMAN :DWARVES:3:0:AS_IS :DEFAULT]

The default at the end is his current "texture" type.

       [SWORDSMAN :DWARVES:3:0:AS_IS:ADVENTURER]

Would therefore mean a dwarf swordsman who is also an adventurer.

       [SWORDSMAN :DWARVES:3:0:AS_IS:GUARD]

Will give the tile to a dwarf swordsman who acts as a guard in adventure mode (I think. This is what it does for humans and elves anyway, it might be a bit different for dwarves).

       [SWORDSMAN :DWARVES:3:0:AS_IS:ROYALGUARD]

Gives the tile to a swordsman in the royal guard. The royal guard are the ones that normally appear as purple @s.

       [SWORDSMAN :DWARVES:3:0:AS_IS:CASTLEGUARD]

Gives the tile to swordsmen who are serving in the fortress guard, normally represented by blue @s.

SKELETON and ZOMBIE are for the undead variants of a dwarf swordsman.

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schm0

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Re: graphics_example.txt --> Questions
« Reply #2 on: November 02, 2007, 02:30:00 pm »

code:
Originally posted by DR:


Sure can!

Your common or garden creature, let's say, a dwarf swordsman, has an entry in graphics_example.txt that looks something like this:

       [SWORDSMAN  : DWARVES:3:0:AS_IS : DEFAULT]

The default at the end is his current "texture" type.

       [SWORDSMAN  : DWARVES:3:0:AS_IS:ADVENTURER]

Would therefore mean a dwarf swordsman who is also an adventurer.

       [SWORDSMAN  : DWARVES:3:0:AS_IS:GUARD]

Will give the tile to a dwarf swordsman who acts as a guard in adventure mode (I think. This is what it does for humans and elves anyway, it might be a bit different for dwarves).

       [SWORDSMAN  : DWARVES:3:0:AS_IS:ROYALGUARD]

Gives the tile to a swordsman in the royal guard. The royal guard are the ones that normally appear as purple @s.

       [SWORDSMAN  : DWARVES:3:0:AS_IS:CASTLEGUARD]

Gives the tile to swordsmen who are serving in the fortress guard, normally represented by blue @s.

SKELETON and ZOMBIE are for the undead variants of a dwarf swordsman.


Hey, you were just the person I was looking for. The "dwarves.bmp" file is missing in your easy pack (or perhaps it just got deleted from mine) that you uploaded a link to on the wiki.

I have a tenative list of the dwarves that are new:

ADMINISTRATOR
ANIMAL_CARETAKER
ANIMAL_DISSECTOR
ANIMAL_TRAINER
ARCHITECT
ARMORER
BLACKSMITH
BONE_CARVER
BOWYER
BREWER
BUTCHER
CHEESE_MAKER
CLERK
CLOTHIER
COOK
DYER
ENGINEER
ENGRAVER
FISHERY_WORKER
FISH_CLEANER
FISH_DISSECTOR
FURNACE_OPERATOR
GEM_CUTTER
GEM_SETTER
GLASSMAKER
HERBALIST
HUNTER
LEATHERWORKER
LYE_MAKER
MASON
METALCRAFTER
MILKER
MILLER
PLANTER
POTASH_MAKER
PUMP_OPERATOR
RANGER
SIEGE_ENGINEER
SIEGE_OPERATOR
SOAP_MAKER
STONECRAFTER
STONEWORKER
STRAND_EXTRACTOR
TANNER
THRESHER
TRADER
WEAPONSMITH
WEAVER
WOODCRAFTER
WOODCUTTER
WOODWORKER
WOOD_BURNER

And speaking specifically to you, DR, I have some excellent ideas for some of them. Can I send you some really small BMPs?    :)

[ November 02, 2007: Message edited by: schm0 ]

[ November 02, 2007: Message edited by: schm0 ]

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schm0

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Re: graphics_example.txt --> Questions
« Reply #3 on: November 02, 2007, 02:52:00 pm »

(In the above post, I also forgot to mention that several dwarves have been deleted or renamed.)

 

And more!!!

[ November 02, 2007: Message edited by: schm0 ]

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DR

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Re: graphics_example.txt --> Questions
« Reply #4 on: November 02, 2007, 03:15:00 pm »

quote:
Originally posted by schm0:

Hey, you were just the person I was looking for. The "dwarves.bmp" file is missing in your easy pack (or perhaps it just got deleted from mine) that you uploaded a link to on the wiki.


Hm, that's odd. I was going to update put up an update in a few days anyway though, I'll fix it then.

quote:
And speaking specifically to you, DR, I have some excellent ideas for some of them. Can I send you some really small BMPs?     :)

If you want, sure. If you are going to though, sorry to be picky, but I generally like to keep the tiles coordinated to their original colours, and so while your butcher is looking great, I probably wouldn't use it.

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Elvisman2001

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Re: graphics_example.txt --> Questions
« Reply #5 on: November 02, 2007, 05:56:00 pm »

No clueabout any of this, but is there anyway to make them all bigger and more detailed for those of us with the machines and realestate space? I'm on a 24" widescreen that does 1920 x 1200 and a hefty machine that could handle it.

How would I go about doing it myself? Any tutorials? Where do you get the lists of in game creatures from?

I am also confused about another thing.

You have the init file that uses 2 types of graphics: the ones that go in the data/art folder and then some that go in the raw/graphics folder.

Am I correct that the game uses BOTH these folders at the same time or does it use only 1?

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trousermonkey

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Re: graphics_example.txt --> Questions
« Reply #6 on: November 02, 2007, 07:09:00 pm »

I can second the kings request.   I too have a 24" monitor and would like to see some larger graphics sets...
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Plac1d

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Re: graphics_example.txt --> Questions
« Reply #7 on: November 02, 2007, 07:46:00 pm »

Are these the dwarves that were scrubbed from the new version? Are there more, less?

MAYOR
GUILD_MINER
GUILD_CARPENTER
GUILD_MASON
GUILD_JEWELER
GUILD_CRAFTSMAN
GUILD_METALSMITH
CULT_SPEAR
CULT_SWORD
CULT_AXE
CULT_HAMMER
CULT_MACE
CULT_CROSSBOW
HOUSE_DEATH
HOUSE_ANIMAL
HOUSE_FARMER
MINISTER_TRADE
GUILDMASTER
BOOKKEEPER
TREASURER
HOARDMASTER
SHERIFF
BROKER
MANAGER
MAYOR
GOVERNOR
CASTLEGUARD

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DR

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Re: graphics_example.txt --> Questions
« Reply #8 on: November 02, 2007, 07:57:00 pm »

quote:
Originally posted by Plac1d:
<STRONG>Are these the dwarves that were scrubbed from the new version? Are there more, less?
</STRONG>

Yep. Those are the ones.

quote:
No clueabout any of this, but is there anyway to make them all bigger and more detailed for those of us with the machines and realestate space? I'm on a 24" widescreen that does 1920 x 1200 and a hefty machine that could handle it.

How would I go about doing it myself? Any tutorials? Where do you get the lists of in game creatures from?

I am also confused about another thing.

You have the init file that uses 2 types of graphics: the ones that go in the data/art folder and then some that go in the raw/graphics folder.

Am I correct that the game uses BOTH these folders at the same time or does it use only 1?


You can make them bigger. But you need some obscene screen resolution, over 2000xsomething to display it. Hopefully one day Toady will unrestrict the viewport, size of tiles, etc etc, and you'll be able to use the utterly amazing set that the Mike Mayday/Herrbdog/Guybrush Syndicate has been working on.

As to where to find lists of in-game creatures. Well... speaking from a personal perspective, I went through all of the raws and wrote them down. It was quite time consuming.

As to your final question: yes. It uses both, the one that goes in /art is the plain ol' ordinary tileset for walls and text and stuff, and the other one is for creature sprites.

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Plac1d

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Re: graphics_example.txt --> Questions
« Reply #9 on: November 03, 2007, 05:59:00 pm »

Was there anyway you managed to create a list for the Humans, Elves, Goblins, Kobolds profession types? I'm unsure if new professions were added for the new version.
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DR

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Re: graphics_example.txt --> Questions
« Reply #10 on: November 03, 2007, 06:10:00 pm »

quote:
Originally posted by Plac1d:
<STRONG>Was there anyway you managed to create a list for the Humans, Elves, Goblins, Kobolds profession types? I'm unsure if new professions were added for the new version.</STRONG>

Through guesswork, play, and having people tell me mostly. I would doubt that they have much in the way of new jobs, though you never know.

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