This is why you can set tags for each Tile. In graphical tilesets however each tile has a name and some tags so it is no longer a straightforward mapping. Physical and CP437 fonts this is easy since there is a 1:1 mapping to each texture. When Zircon tries to draw a Tile on the screen it needs to fetch a texture for that character. If the char is not present the first character of the name will be used.Īll unique words in name will be saved as lower case tags ( giant and ant in Giant ant for example).ĭescription will be empty by default. tags, char and description are optional (see the example above).There must be a name for each tile in a tileset file (.You must specify the number of tiles per row for each.These are the rules you have to follow when you work with the Zircon Tileset Format ( ZTF in short): If not present it will be empty - name : Killer bee If not present the first character of the name will be used description : It is big. All unique words in name will be saved as tags ('giant' and 'ant' in this case char : a # Optional. # Nethack tileset ported to the Zircon tileset format - name : Nethack # The name of the tileset size : 16 # The size of a tile (only square tiles are supported right now) files : # A list of the files in this tileset - name : tiles.png # name of a file tilesPerRow : 40 # The number of tiles in each row of the file tiles : # A list of **all** the tiles in this file - name : Giant ant # The name of the tile tags : # Optional. You can use the built in CP437 tilesets by using the helper class: png file must be a sprite composed of 16x16 character images depicting all CP437 tiles You are free to use the built-in CP437 fonts as you see fit (they come from theĭwarf Fortress Tileset Repository and from.png file has to have a transparent background CP437 tilesetsĬP437 tilesets come in the form of transparent. Currently there is support for graphical, image, CP437 and true type tilesets. Zircon handles multiple types of tilesets. Most of them have enum values which will give you some built-in resources (like CP437 tilesets). Zircon handles several types of resources, you can check the resource package here if you want to see details.Ī resource usually has a helper class and comes with some static methods which help you load the given resource by hand. : Contains all audio and music files used in the game.A resource in Zircon is an asset which comes from an external source (an. Steam: C:\Users\(Your username)\AppData\Local\VirtualStore\Program Files\Dwarf Fortress\Mods.The mod folder is the game directory where mods are stored. Steam Deck: /home/deck/.local/share/Steam/steamapps/common/Dwarf Fortress/save.(If there's nothing here, check the "Classic" location above) Steam: C:\Users\(Your username)\AppData\Local\VirtualStore\Program Files\Dwarf Fortress\save.Note: On a Windows system, if the game was installed in the 'Program Files' subdirectory, the folder is instead located at C:\Users\(Your username)\AppData\Local\VirtualStore\Program Files\Dwarf Fortress\save. Classic: The folder is located within Dwarf Fortress gamefolder (gamefolder)\saves\.The Save game folder contains the save games and backup saves from the game. Savegame folder Further information: Saved game folder You can use winkey R and type 'appdata' to quickly jump there. Note: On windows %APPDATA% is a hidden folder that points to C:\Users\(Username)\AppData. Itch.io: The default location is %APPDATA%\itch\apps\Dwarf Fortress\.Windows 圆4: C:\Program Files (x86)\Steam\steamapps\Dwarf Fortress\.
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