There have been numerous graphics updates with the release of version 50. The exact origin of the DF font is unknown. The LNP interface is a way combining all of those varied folders and stuff so you can just click "use this graphics and no aquifers please", but it's nice when you understand what is happening if things break or just confuse you.The default tilesets (640×300 and 800×600) render 8×12 and 10×12 characters respectively, with majuscule latin letters occupying a 7×9 box, and appear broadly similar to the IBM MDA font based on the shape of the "0", "g", and "f" characters (but with slight differences including the "0", "W", and "y"). Sometimes you have to change the whole raw folder, and more involved mods of the game like masterwork or even just accelerated/modest mod do that route. They include tileset parts, but they also do things that involve changing which tile is used for different things in game, and these are usually done with a file in data/init called overrides.txt these days. Phoebus, Mayday, Ironhand, these are graphics sets. Graphics set: these are generally composed of a tileset or group of tilesets placed into data/art, and additional resources placed in raw/graphics. These still work if is set in init.txt, by the way. Tileset: these are in the data/art folder and have pink or transparent backgrounds, the game selects certain symbols off of a tileset by default for different things, but as long as your tileset has the same layout as the default ascii you can just drop them in and put the corresponding line in data/init/init.txt for font and/or graphics_font. Yeah, I'd play around with the different tilesets some, and reading the wiki is helpful, but one thing to keep in mind is the following: You already made the first big step: you came here and asked a question, don't worry about the vivid nightmares pushing you towards the brink of insanity, it's normal. You add tilesets to the art folder inside of data, change init.txt accordingly.įor twbt you set init.txt so the text tileset is under graphics font, and your graphics tileset is under graphics full font. exe (for linux or windows, I am not sure with mac), you put stuff like the phoebus or mayday graphics set in raw by just replacing the graphics folder there with it. You put a hack folder in there for dfhack, with the df and dfhack script or. Should always have a main df folder with at a minimum data, libs, and raw. It lets you tell the game to use one tileset for the map/graphics, and one tileset for text, plus neat stuff like being able to see multiple levels at the same time (so you could dig out a big three story cathedral type dining room and observe the whole room from the roof with the floor being visible still) and it isn't too difficult to get a hang of.īasically all you need to graduate from using the LNP to your own mix is to keep the general folder structures in mind. I think there is an option to just update the LNP stuff after you drop the tileset or graphics into the right folders, but if you're already learning the game I'd check out the utilities/3rd party applications forum and check out twbt. It'll help a lot due to things being more crisp and making better use of the screen space available. If your screen is 1920x1080 then at the default zoom you should use a larger font than the 12x12 or 16x16 versions, I'm on a 21 inch monitor and anything below 24x24 just bugs me these days. Wait, I think it's because the tileset you have for the LNP has the graphics for the ground, which df uses period and comma and I think the apostrophe for. ![]() Ohhh, I forget what does that, it's not really a problem, but I will ask what resolution your screen is and share a bit of info.
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