Here is the 1x1 pixel tileset (use with the ASCII tileset/init/raw settings for best results) I am using from now on if I find a good site, and want to make my building plans with Paint.Net so I can plan things pixel-by-pixel. I made it because I was getting tired of switching out windows between DF and Paint.NET to render any planning for in the land of the site as well as the construction planning still WIP as I build it as well. This is to simplify the entire process with minimal effort.
Prototype Curses-Based Tileset (direct download, R-Click and Save Image As...) (Instructions below)
(NP) Modified Curses-Based Tileset (No image made yet; same instructions as the above one)
(NP) Ironhand-Based tileset (Compressed-file-link: N/A)
(NP) Phoebus-Based tileset (Compressed-file-link: N/A)
Mod-based tilesets will come along if/when I feel like it, and may be posted in their relevant threads. This tileset is mostly for showcasing locations in Worldgen Cookbooks in greater detail and also fortress/megaproject planning for use as reference material (via programs like Paint.NET or Photoshop or even GIMP). I might research how well this can work alongside Quickfort as well.
Feel free to volunteer your efforts in making 1x1 Pixel Perfect Tilesets of other mods if you want. Just remember, the game is already quite abstract (super-simplified), this is taking it to 11 and beyond. If you can still render it playable, then this is the most abstracted method of play possible. Like above stated, this is primarily to extract maps for reference material if making fortress or megaproject plans; it was not intended to be playable, but I accept the challenge to see if it can be possible. Contingency plans to keep it relatively playable are in the instructions below. To render a pixel-only game playable still, ensure the context is absolutely clear between units, buildings, and otherwise; or simply put, know your game, and tileset it's based on; know your palette and color coding. It renders the game playable, even if all you're looking at are literally just pixels.
If you're producing them, thanks to this thread, ensure that you're making the right kind for the right version. ASCII is as simple as a single image, whereas graphical sets use multiple images. For best clarity, keep it consistent. If you're reducing a 16x16 tileset, then make sure that the reduction is 1/16 the size, and the pixels are in the same exact spots as the sprites that were there previously; and use the original image as reference for clearing up context. Anything within greyscale (0-255 black to white) will change color if a palette-capable unit; keep them a consistent shade, or color them as something else entirely, and independently from others. Oh yeah, and mind your buildings as well; for graphics are still shared between tiles and tilesets. Just a friendly heads-up in case you're volunteering for 1x1 converting tilesets.
Fun Fact: Measuring at 1pixel=1tile; Each image is 240x240 (area=57,600 tiles Per-Z) large, which is a 5x5 region selection as well. A little math later, and it is estimated each region tile on embark is 48x48 (2,304 tile area Per-Z) each. Which also means the largest area you can claim is 16x16 region tiles, tallying a grand total of 1 entire region being 768x768 fortress mode tiles (589,824 tiles per-Z level!!! O_O. One pixel screenshot is nearly a screen big (with old CRT monitor limits)). I'd be wary of making embark region previews this way; but at least you can be thorough about the area you're checking out/showing off/deciding to embark upon. This can really simplify things since there are essentially no graphics being rendered; just area pixels. Doesn't mean the computer won't wince, however, upon loading it. You've been warned, and the red pixels will warn you as well if you go on anyway.
So far, it works like a charm. For example, look at this extraction from TamedEarth, with the overlay of my building plans:
(Topography maps have been added to showcase other things you can use to help out via Paint.Net referencing.)
(it's subtle, but you can see the individual region tiles in the greyscale.)
(Now with the transparent sky filled with +10 (of 255) alpha sky per-layer)
(Actual Size from (E)xporting from game at TamedEarth (initial save with untouched land, besides the starting wagon))
Check out the full (unplanned) map here (same as bottom map):
http://mkv25.net/dfma/map-11696-tamedearth1x1tilesetsampleFull-scale reference here:
http://mkv25.net/dfma/map-11566-tamedearth(TIP: for better clarity, I suggest you also turn off ground variations for a more uniformed appearance for the grounds. I didn't do it here. Lazy Newb Pack has the option in the menu.)
1- Download the 16x16 image above, and bring it to your DF/Data/Art directory.
2- Replace either Windowed Mode or Fullscreen Mode's tileset with the 1x1 tileset, but not both; unless you memorized every command and dialogue and can recognize it by the character-length and color-placement for the command hotkey. Use the (code) at the bottom of the post for an example/reference) of what to do with the Init.txt file.
-Note- It's only optimized for curses tilesets right now; so switch to that first, unless you play with it anyway, then don't worry about it. I will work on a Phoebus and Ironhand conversion eventually (creatures and their state can be context-colored, since they don't depend on the default ASCII tileset for rendering, and are instead their own independent tilesets each)).
-Note- For better clarity on exporting or play, make sure Ground Variations is turned off (easy to do from LNP menu).
3- play the game, and use F11 to toggle between 'Full-Scale' (tileset of your choice (ASCII for now)) and 'Pixel Modes'
This is the size and font for windowed mode. Changing to the 800x600 font might make you happier.
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.
[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:curses_640x300.png]
You may disable window resizing if you wish.
[RESIZABLE:YES]
Full screen info. The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.
[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Pixel-grid_1x1.png]
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen.
[BLACK_SPACE:YES]
1-Post-installation, export as you normally would: I suggest doing this in full-scale first (F11 if not already in that mode)
-Note- After installing (in case you want to temporarily do so if you use Ironhand or Phoebus or any other tileset, I suggest you copy the Curses tileset directory in the LNP directory and rename it to 'Pixel-grid' or something relevant, and make the necessary adjustments there so you can toggle between graphical and pixel-ASCII from the menu on the fly).
2- Hit (ESC) to get the main menu, and go to export screen.
3- Highlight all the layers you intend to export, and then hit F11 to change to Pixel Mode.
4. (e)xport the images while in Pixel Mode. Considering such a ludicrously tiny tileset, regardless of scale, this should go by in a jiffy.
5. Optionally, compress the images (in my image, each layer started off as 22KB each BMP, post-conversion made them 2KB each PNG).
1-Post-compression, copy all layers from top-most to bottom-most and drag them into Paint.Net, or relevant, and add as layers.
-Note- The last image highlighted in the drag-n-drop is the first layer worked on (and thereby, the bottom layer upon import).
2- Optional: Remove sky from each layer with Magic Wand (selection) or paint-bucket tool (Direct Flood Fill). Make sure Contiguous mode is off, and tolerance setting is at 0. That way, only pixels of that color will be affected.
2a- Alternatively: Alter transparency by-color, and select the sky's color. If possible/available, use the "Affect All Layers" option to minimize tedium.
2b- Topo-Greyscale: Use the magic wand on the sky, invert selection, and delete. Land will be gone, by not the sky. Do this for every layer, and change the sky-color if you want; but keep the transparency at a consistent rate (10/255 or 5/255 per-layer), Save the flattened image for a topographical reference map.
3- Topographical Lines: Adjust visibility 2-by-2 layers at a time (0=off 1=on: 1100110011001100), it will get rid of the bottom and tops of trees every 2 layers, making clearer topo-lines.
4- Export: Make sure to "Save as a Copy" and choose either GIF or PNG for pixel clarity, and flatten the image when prompted.
Of course, due to the nature of the layering, I can either hide or set transparencies to the relevant layers to simulate the game's layer viewing; or delete all sky-tiles, and do similarly; or like what I did here, delete the sky-tiles, and add a layer of a brighter sky-color, and have that at a set transparency to assist in my aboveground construction planning. Naturally, it's an independent single-color layer that's placed between the layers I'm working on.
For underground, I would suggest using Reveal first if you intend to coordinate the colors, or ensure you don't plan too deep to the point of intersecting the cave systems. However, this should help a great deal for designing underground plans as well.
Since it's a 1x1 tileset, it will naturally be unreadable, unless you have a good memory of the menu, commands, and etc., then it shouldn't be too much of a problem. Really helpful for designating complex mining in-game, but this tileset is more for extracting a map for work on programs like Paint.Net or any other program that supports layers (especially if you can import them in numerical order).
To easily extract your map for pixel-planning, I would suggest that you only set the 1x1 tileset for either windowed view or fullscreen view, but not both. Extract the images from the map, and then optimize if you want (the BMPs aren't even all that big anymore), then import them into your program, and delete the sky of each layer if you want (as simple as the magic wand tool at 0%-tolerance setting, click the sky, and delete), and then add layers relevant to the layers/Z-levels you're planning as to not tamper with the original land (in case you're planning around a color scheme or something underground or something of the sort). This actually made my planning in the future crap-tons easier to do, and it's still a generous space-saver and even resource-saver when working on it, since we're going at it by-the-pixel, instead of full-detail.
I hope this helps everyone as much as it helped me. Happy planning!
EDIT:
I just realized, if you feel like making pixel art in your forts, this should simplify the process really quick. Just as well, since we're down to the pixel, counting the amount of tiles/blocks used for constructions and such, along with measuring things out should be really simplified as well.
EDIT EDIT:
I also just thought of something; if it's possible to simplify the process, using DFhack and maybe an extra window, would it be possible to make a clearer mini-map for use alongside the game? I mean, the images are really tiny, so it shouldn't take long to extract and update at a time.
One other thought, this should assist with scaling things for future projects, along with converting portions of your map or project into arenas for Arena Mode. Just make sure to refine the colors before you input it as a replacement.
EDIT EDIT EDIT:
Oh right, here's the settings I suggest you use with the ASCII/Curses tileset:
This is the size and font for windowed mode. Changing to the 800x600 font might make you happier.
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.
[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:curses_640x300.png]
You may disable window resizing if you wish.
[RESIZABLE:YES]
Full screen info. The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.
[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Pixel-grid_1x1.png]
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen.
[BLACK_SPACE:YES]
And shut off [varied ground] while at it. Enjoy!
EDIT EDIT EDIT EDIT:
Official name now given; and also suggested implementing this into DFHack somehow. So far, it's still an interesting idea/suggestion to work with. Don't get your hopes up. From all I listed, it may take a bit of work to get done, and may take awhile for somebody to get on it. Still, it was fun pumping out ideas for it as a more fully-functional/practical plugin.
In the meantime, check out my latest posts for details of my progress of making this a more functional tileset. OP will be updated accordingly with relevant links and downloadables as I work on it (when I feel like it).
EDIT EDIT EDIT EDIT EDIT:
That little fun fact I put up there inspires me to make a desktop background of a pixel-rendered set of regions, cropped to a screen size. Might require 4 entire regions stitched together to make the most of it for all screen sizes.