I'm currently trying to moddify this graphics pack to work with the Civilization Forge mod. I managed to deal with the easy stuff (fixing up the raws for the various inorganics to fit with the pack)
The problem springs from the new races and animals added by the mod. I'm just looking for a little help in editing the raws so that the various new species use either the appropriate icon from the graphics pack or just use the letter.
That's easy to do, but it takes a lot of time.
In the /raw/graphics/ directory you will find several txt files.
In them you will find lines such as:
[CREATURE_GRAPHICS:CAT]
[CHILD:ANIMAL:3:4:AS_IS:DEFAULT]
[DEFAULT:ANIMAL:3:3:AS_IS:DEFAULT]
[ZOMBIE:ANIMAL:3:5:AS_IS:ZOMBIE]
[SKELETON:ANIMAL:3:6:AS_IS:SKELETON]
The 'CAT' keyword is the creature type you want to associate the graphic tiles with. That's a keyword, not a name. You can find those creature keywords in the creature files. They usually are pretty simple, like 'CAT' for cats.
In [CHILD:ANIMAL:3:4:AS_IS:DEFAULT]
The first symbol identifies which state of the creature to use the tile for. CHILD, DEFAULT (normal adult), ZOMBIE & SKELETON
The second symbol is a keyword for which graphic file to find the tile in. The 'ANIMAL' keywords is a match for '[TILE_PAGE:ANIMAL]' at the top of the file.
3:4 is the position of the tile in the graphic file. The first number is the column, the second in the row.
AS_IS means that the tile will not be colored to the creatures default text color.
The last DEFAULT, ZOMBIE & SKELETON is pretty obvious. Match zombies with zombies and skeletons with skeletons, otherwise use default.