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#1 |
Rookie
Join Date: Apr 2008
Posts: 4
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Tileset formats?
I want to create a false ascii tileset (I am pretty sharp with graphics software) because I use Vista and don't like the wall options but I don't know what maps to what on the tilesets. Is there a document somewhere with a specification of the tileset format?
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#2 |
Knight
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Looks like it has something to do with the cryptic hex codes in the various files included by lib/pref/graf.prf, but I don't know what the hex codes actually stand for... you'd have to look at the source code to see what they are!
BTW, are you the same Caduceus from the Space Empires IV forums? There seem to be a number of people interested in both SE and roguelikes... :P
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#3 |
Rookie
Join Date: Apr 2008
Posts: 4
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Nope, some other guy. Hm. I'm not very good with source codes and stuff. But I'll see if I can figure it out.
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#4 | |
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Join Date: Apr 2007
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#5 |
Rookie
Join Date: Apr 2008
Posts: 4
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#6 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
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Quote:
Hope that was more helpful than it felt.
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#7 | |
Adept
Join Date: Dec 2007
Posts: 167
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Kevin * "Standard" in the Microsoft sense, not any rational sense. |
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#8 |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 49
Posts: 872
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Hi,
Each tile set consists of a single bit map or PNG file. Unfortunately, the tile set size is hard coded, so you'll need to source code dive for this part. As mentioned previously, the hex codes determine row and column of the tile set to use. Have a play around with the visual tile mode under the knowledge menus (~, then press v when you're looking at an object or monster) to get a feel for the tile assigning process. [I assume it's been ported to V. Otherwise download Unangband for the same thing]. Andrew
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#9 |
Rookie
Join Date: Apr 2008
Posts: 4
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Aha. Got it. I did word it badly; I can divine the file format (which is an indexed 256 color BMP file with a bitmapped BMP file for the alpha channel) but didn't know what row and column corresponded to what character. Now I can take a crack at it.
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