The confusingly-named graphics sets are used to change the appearance of creatures in the game, such as dwarves and unicorns. Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead.Replace the contents with the appropriate text for the graphics set you downloaded.Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.Convert it into a 24-bit BMP file using your favorite image editing program.The Dystopian Rhetoric graphics set comes with its own DF installer to install any others (or to install that one manually), you follow a similar process to the above: These are usually designed to work together with certain character sets. So, if you want to use fullscreen mode, modify,, and to suit the standard tileset you want to use. How to stretch the tile sets for bigger display Save the file, then you're ready to get mangled by a great-looking elephant!.Be sure to change to the same setting as.For windowed mode, the lines to change are,, and. Simply change and to NO in the init/init.txt, depending on whether you are using the graphics mode or not. This will stretch the window to the size you specified in and or FULLSCREENX:?] and or and or and depending on which mode you run DF in.If you are on a Mac you will have to use a program like GraphicConverter or Photoshop to save tilesets as windows bitmaps.Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.on a 1600x1280 monitor, choose grid size 80:64) 39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g.Take note however that you need to set the window size correctly.For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.If you choose window width to be 1600, i.e. in init/init.txt file, then your height should be 1600/3.2 which gives 500, i.e. This will automatically stretch your character tiles and gfx tiles accordingly.For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).If you are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64). If you set your window width to 1600, then the height will be 1600/1.25 = 1280.Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e.slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area. The exception is when you use an integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size). ![]() How to increase number of tiles shown keeping the tile size the same The default (and minimum) gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16.
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