#Paletted Dwarf Armor Graphics (50.13/51.01+)

79 messages · Page 1 of 1 (latest)

fleet hazel
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Steam
Updates the dwarf graphics raws to use 50.13's new graphics tokens. [USE_STANDARD_PALETTE_FROM_ITEM] is awesome. It also has wound support, so amputee and reanimated dwarves will reflect their current body arrangement.

I'm running the game on Mac right now out of a Wineskin, so I can't upload to the Steam Workshop.

Feel free to do whatever you want with the mod files. I'm not going to maintain this super intently, since I know the graphics team is going to do better.

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Development screenshots.

autumn tinsel
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:D

fleet hazel
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:D

fleet hazel
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update time!
layer groups for everything to reduce overdraw
wood items should now display properly, and i raised the brightness on the helmet for clarity with darker items

steam link:
https://steamcommunity.com/sharedfiles/filedetails/?id=3245292624
github (text only):
https://github.com/ATP-Kraken/DF-layered-graphics-examples/tree/main/mod/accurate_dwarves

GitHub

Examples of layered graphics from Dwarf Fortress, as a community modding resource. - ATP-Kraken/DF-layered-graphics-examples

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and here's a nice blown up preview

autumn tinsel
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:D

fleet hazel
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i decided that if i wanted people shamelessly copying my work for a couple months i wanted it to be something i was satisfied with lol

autumn tinsel
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so i notice that in your mod your tilesets are still these giant deprecated sheets of duplicated images. paring these down to remove all the copies is the main appeal of this infrastructure so are most of these just unused or like whats going on with it?

fleet hazel
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i still have those because I don't want to change any tile entries

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especially not for weapons

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the "silver shield" is what I'm using for leather shields
should probably be brown but eh

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so yeah, they're mostly unused textures in there

autumn tinsel
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using the same sprite coordinates/mappings is understandable since its totally arbitrary, but it would be helpful to people who want to use this for modded races if you erased all the unused sprites! it would really clarify everything!

fleet hazel
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just worked on wielded items and human armor

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it's really cool that goblins and kobolds share offsets

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as well as humans and elves

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unfortunately human armor is not as clean as i would have liked

young cradle
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Wow

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I don't understand anything about the description, but it looks so good it should be vanilla

fleet hazel
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I am doing this to beat the art team to the punch
so yes
should be vanilla

fleet hazel
fleet hazel
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ok everything is done

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i have a bug with wood mail showing up over everything but its such a minor item that it doesnt really matte

autumn tinsel
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how wonderful!

fleet hazel
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ok clean spritesheets and multiracial support is live

storm ridge
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is there somewhere i can change the palettes that are used for different metals? there are image files such as dwarf_portrait_hair_palette where you could change the colors used in the portraits, but i can't figure out how i could change the colors the game uses for iron or steel etc

fleet hazel
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it uses palette_default

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which is used for all items

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you can change that by editing the state colors of the material, including pointing to a custom state color and overwriting the default colors to have new entries

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"metallic" does this

storm ridge
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ok great, thanks.i see the palette_default and the state colors are in inorganic_metal from what I can see. the palette_default file points to n image though, [FILE:images/palettes.png], and I... can't find this image?

autumn tinsel
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isnt that in the vanilla_descriptors folder?

storm ridge
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there's a file descriptor_color_standard which seems to give rgb values for the different colors, i just tried mesing with it though and it doens't seem to work, hmmm

fleet hazel
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the rgb colors aren't used in premium

fleet hazel
storm ridge
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ah there it is! sorry i'm an idiot. weirdly searching didn't pick it up. thanks a lot!

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i've actually already done all the work in my mod of making a giant armor and wieldables image with columns for every material and item quality, but at least now i know how to do it more easily

fleet hazel
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the first row of the palettes have some p specific colors, all the images in my mod use em

storm ridge
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alright awesome i think i've got it all sorted out. actually one last question, for higher item qualities, my armor and weapons have gold filigree, but the gold is a little different for different materials. i could probably manage this by having custom palettes where both the material color and the gold color are in the same row, but i'd have to make the rows longer to add a couple colors, is there a way to make the palettes have more than 9 colors each?

fleet hazel
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you can extend the color sheet yeah

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editing the default palette is not recommended since it's all overwritten but you can just do that

storm ridge
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do i have to tell the game somewhere, like you have to change tile_page_creatures to extend the armor image?

fleet hazel
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you just have to tell the game to load your edited palette

storm ridge
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also, i realize i don't understand why the palette image has two columns. sorry about all the questions!

fleet hazel
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nah i appreciate it all

storm ridge
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alright, i'll see if i can maybe get this working. thanks a lot, here's a couple screenshots of my images if you're interested. just small changes from the vanilla graphics, but i like them

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and here's different item qualities:

fleet hazel
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always like to see the spectacle helm :)

storm ridge
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alright, so I have it completely working now just editing the default palette, my only concern is that the way i did the gold filigree is just to replace colors on the left column with the gold colors. this seems to work because none of the game images seem to use the left column colors but i'm worried there might be something i haven't seen that's going to turn unexpectedly gold. what's the point of that left column? it just seems almost like a desaturated copy of the right, does anything use it?

fleet hazel
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Wood uses the desaturated row

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Leather does so occasionally

true ermine
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I'm on latest Adventure beta and it doesn't let me launch with it

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oh I can't read lmao

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it tells me why

tired lantern
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I tried modifying this to work with my custom armor graphics, but I couldn't get it to use the color palette with modded graphics. Is there a reason?

autumn tinsel
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theres a million potential points of failure

fleet hazel
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This is going to be more conjectural than anything
But I think your images aren't set up right
There's a set list of colors that get auto swapped, it can't just use any old colors

tired lantern
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ooooh, I see, is there a list of those colors?

fleet hazel
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here you go

tired lantern
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Awesome, that fixed it, many thanks!

fleet hazel
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may i see em? curious

tired lantern
fleet hazel
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ooh, lovely

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glad 2 help

tired lantern
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Its really nice because if I want to add further custom metals I don't have to touch the graphics. Super nice

fleet hazel
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exactly! i was rly excited to get to work with automatic colors, saves me however many lines

fleet hazel
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As of 50.13-beta20, dwarves now use palletized graphics in vanilla. Praise the miners!

autumn tinsel
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no freaking way. i gotta check it out

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i cant find any release notes

autumn tinsel
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hmm looking at it now. still primitive, its palletized but still doesnt work for bismuth bronze or any other nonstandard material for example. your mod is still superior ^_^

fleet hazel
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there's wearables planned to use it, havent seen a column for the brown palette but its not strictly necessary rn

storm ridge
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These are amazing, do you have a mod or somehwere i could download these?

winter hatch