Dwarf Fortress

Dwarf Fortress

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(Deprecated 50.14) Updated Civ Creature Graphics
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12 May, 2024 @ 10:15am
14 May, 2024 @ 5:57pm
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(Deprecated 50.14) Updated Civ Creature Graphics

Description
As of 51.01-beta20, the graphics team has officially started palletizing vanilla unit sprites. As of 50.14, the game now features palletted unit graphics in a stable release. This broke compatibility with prior layer graphics formats, so I will not maintain this mod. I am leaving it up as a historical reference.

A quick update to layered unit graphics to incorporate accurate equipment colors and injuries.

The new graphics conditions that came with portraits (50.13) allow for items to automatically have proper colors assigned. Not only does this fix bismuth bronze not showing up, but also modded materials, shells, and uniquely colored wooden stuff will have the right appearance.

Artifact equipment also has more detailed graphics, with extra gold filigree on a base that matches the item's base material. The logic has also been amended to render skirts over greaves and leather armor over mail.

Feel free to reverse-engineer this mod to work with other graphics fixes, new civ creatures, etc. The code is public domain, the images are just edits of vanilla stuff for taste and function. May become obsolete pending future game updates, since the default dwarf pictures weren't changed with the initial Adventure mode graphics update.

Discuss on Kitfox Discord:
https://discord.com/channels/329272032778780672/1233308665252155422

Discuss on Bay 12 Forums:
http://www.bay12forums.com/smf/index.php?topic=182561.0

Outstanding bugs:
Wooden mail shows over chestplates/leather
Kobold graphics are unfinished in vanilla. I've changed their held item sprites to match stout dwarves instead of goblins, but clothing somehow sized to kobolds is still placed oddly. I will be willing to implement fixed clothing sprites if provided.
17 Comments
slimeform 9 Mar @ 2:40pm 
It was a great mod while it lasted!
slimeform 9 Mar @ 2:40pm 
thanks!!
DPh Kraken  [author] 9 Mar @ 11:32am 
Just go into your installed_mods and delete the graphics folder from this mod. You can't change the load order, but you should be able to make the mod not load.
slimeform 9 Mar @ 11:14am 
Ah is there any way to remove this mod from a world?
DPh Kraken  [author] 30 Sep, 2024 @ 9:30pm 
Yes, this is obsolete. It does do a few things that vanilla does not, such as separate palettes for wood/leather gear, the macahuitl being specific to obsidian stone swords, a fix for human mail shirts, and unit sprites showing wounds. I've suggested some of these to Toady One in Future of the Fortress.

However, due to the addition of the child & baby layers, it is incompatible. It exists now more for reference.
donottellmetonottellyou 30 Sep, 2024 @ 7:10pm 
Is this obsolete since 50.14?
acymetric 8 Aug, 2024 @ 5:47pm 
Thanks for the explanation!
DPh Kraken  [author] 8 Aug, 2024 @ 10:06am 
I've separated the image resources needed for palletization into the images/new/ folder.
CGR uses more detailed sprites, so you would need to recolor the images to fit the color ramp - the full gray and brown ramps should be above the dwarven wood armor.
Palletization is the process by which a fixed list of colors is replaced with another, this is default for items and furniture but has only recently been supported for creature equipment with the [USE_STANDARD_PALETTE_FROM_ITEM] token.
There's a lot of work ahead to fit everything onto a more complex system, but it will get easier. I've uploaded some reference images to the wiki's page on Graphics to help with layouts. Best of luck to you.
acymetric 7 Aug, 2024 @ 9:53pm 
Would it be possible to manually incorporate/merge your palletization code into Creature Graphics Redux for personal use, or would the image resources also need to be modified? Also, and this may be a stupid question but I'm not as familiar with graphics modding, what changes are you referring to as "palletization"?
DPh Kraken  [author] 4 Aug, 2024 @ 1:18pm 
That's a pretty deep-rooted bug that I haven't had the chance to test much, but artifact equipment should show up more often due to the more robust fallback system.
The generic material-based sprites should display in the case that a vanilla artifact wouldn't render - resolving the mutual fail state of CRAFTED_ARTIFACT and NOT_ARTIFACT not being true.