Dwarf Fortress

Dwarf Fortress

(Deprecated 50.14) Updated Civ Creature Graphics
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Yes, this is obsolete.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.
Kat 4 Aug, 2024 @ 11:29am 
Does this also allow artifacts to have sprites?? For example you put on an artifact chestpiece and it makes your guy look like he's wearing nothing.
DPh Kraken  [author] 21 Jul, 2024 @ 9:21am 
Creature graphic replacements have to totally replace all the graphics files without any modularity, currently.
Unless Creature Graphics Redux already incorporates my palletization code, then they wouldn't work together.
Vomitur 21 Jul, 2024 @ 8:09am 
I wonder, this and creature graphics redux? Does it work, or is it even needed?

If not I'd prefer using this one, to have vanilla consistency over flashiness. Cheers, and thank you!
Patrykc15975morethen2 less than4 19 Jun, 2024 @ 7:16am 
i w8ed for this for so long great job
Schuchart 26 May, 2024 @ 2:44am 
Wow, great work!
Eric Blank 20 May, 2024 @ 11:50pm 
Great demonstration of the new possibilites and implentation!
Daedalus127 12 May, 2024 @ 6:32pm 
Oooh I've been wishing for more reactive sprites exactly like this for a while. Thank you for maing this, it looks so cool!