Is there any info on internal TilesetAssembler config file structure?
I mean those files:
[DIM:16:16:16:16]
[Tile:Clear:4:0:1:3]
[Tile:Clear:10:0:3:1]
[Tile:Clear:14:0]
[Tile:Clear:11:2]
[Tile:Clear:12:3:3:1]
I'm trying to build myself a minimalistic tileset based on "smooth" ground look with ASCI walls, Smooth floors mod and Flat ground, i just really LOVE how they stich together. But the stones and some other tiles stand out, so i want to change that.
Well, if you can provide general info about what each icon means based on ROW:COLUMN, that would be insanely awesome
Sorry if those or similar questions were answered, im only diving in in the world of DF.
[Tile:ClearOption:X:Y:W:H:To:X2:Y2]
:X:Y is the horizontal and vertical position of the tile, or the top left tile in a group
:X:H is the width and height. Is optional and will defaults to 1:1 if omitted (one tile)
:To:X2:Y2 set where the tile(s) will be placed in the final tileset. Is optional and will defaults to the same as :X:Y if omitted.
:ClearOptions
Overlay - Just prints your tile on top of whatever is already in the tileset.
Clear - Clears the target tile(s) to black, then overlay.
Filter - Clears the target tile(s) based on filename.Filter.png data, then overlay. (black pixel = clear, white pixel = preserve)
Ground - Resets the target tile(s) to the ground layer, then overlay
[DIM:C:R:W:H]
:C:R = number of tiles (columns and rows)
:W:H = size of the tiles (needs to be 16:16)
Ground and GroundMod tilesets will be applied to the ground layer (which you can reset to if you replace a tile but want to reuse the standard background.)
Ground is applied first, then GroundMods, then Base, then the other mods.