Ah, alright then. I'll use some graphics that I have made as an example.
I have created this small graphics set for some Dark Souls creatures I have created, though this version is slightly altered to remove graphics I have borrowed from elsewhere.
And here are the graphic's raws, with explanations for what each tag or argument does:
graphics_darksouls <- This is the usual header that every raw file tends to have.
[OBJECT:GRAPHICS] <- This tells the game that this file is to denote graphics.
[TILE_PAGE:DS] <- This is an ID for the graphics image for this file, for reference in other tags.
[FILE:darksouls/darksouls.png] <- This is where the file name goes. If there are folders in your graphics folder, you list the folder name, then the file name.
[TILE_DIM:18:18] <- The dimension of each image in the set in pixels. My images are 18 by 18 pixels.
[PAGE_DIM:7:3] <- The dimensions of the entire image, based on how many individual tiles there are. I have 7 tiles wide, and three tall.
[CREATURE_GRAPHICS:BAT_DEMON] <- This denotes which creature to use, with the argument being the creature ID.
[DEFAULT:DS:1:0:AS_IS:DEFAULT] <- These are used to define what tile to use, and when to use it.
[STANDARD:DS:1:0:AS_IS:DEFAULT]
[CREATURE_GRAPHICS:GOLEM_CRYSTAL]
[DEFAULT:DS:2:1:ADD_COLOR:DEFAULT]
[STANDARD:DS:2:1:ADD_COLOR:DEFAULT]
The first argument is for what profession is to be used for the image to display. The second is the graphics image ID, as noted above. The two numbers that follow are the tile's location on the page. The very first tile is in the top left, and is considered to be tile 0:0. As that tile is blank, I would go one over to define the bat-demon's image. It is tile 1:0, as it is 1 to the right of the first column and 0 from the top of the first row.
The next argument is how the image is to be coloured. you can ADD_COLOR based on the creature's colour in their raws, or you can leave the image's colours AS_IS. For example, I want the bat to appear with the same colour scheme it has in the above image, but I want the golem to be given a different colour, instead of being gray. In-game, it will appear different colours depending on the material it is made of, with varying colours.
The final argument is the texture token, which can change the image depending on contexts. For example, DEFAULT would apply to most circumstances, but you can make it so that the graphic is only used when the creature is an ADVENTURER, or an ANIMATED corpse, or even a LAW_ENFORCE type unit or a GHOST.
Additional information on graphics can be found on
the wiki here.