Dwarf Fortress

Dwarf Fortress

Additional Races. Gnolls Graphical Update
15 Comments
Eidos 1 Aug @ 3:59am 
Great mod!. Btw, there is a typo in the RH battle axe layer. The refernced large image coordinates are 0:8:2:8 while the correct coordinates are 0:9:2:9.
mcnuggy  [author] 30 Apr @ 11:32am 
The portraits and sprites operate on paper doll logic, which is that they're images loaded on top of each other to form a full image, so you want to line up the images so the left arm or eyes or whatever load where on the 'full' sprite you want them to be. I usually make a 'doll' image, which is just all the body parts glued together as i draw them, which i then move around while drawing new things layered on top, so i can always see what they'll look like when properly put on top in game.

Hopefully what I said helps a little, it's a bit hard to describe what I mean with steam's 1000 character limit!
mcnuggy  [author] 30 Apr @ 11:31am 
@Leifreykr I don't really have 'resources' per say, you just sorta get a feel for it while doing it. I think my recommendation is to use vanilla portraits and mappings as a 'framework'. It's a lot easier to have the head you draw be in the same image tile as say, a dwarf portrait head so you can just copy-paste the texture coordinates for it. You can also use them as references for about how big the images should be.

Each portrait tile is 96x96 pixels large, where 4 pixels = 1 'pixel' in the image. You could either use the pencil tool's square shape, then increase it's size to 2 to make it draw in the 4 pixels it wants, or downsize the 96x96 image to 48x48 with nearest neighbor enabled to make it use proper 1 size pixels, then resize it back when you're done.
Leifreykr 29 Apr @ 11:23pm 
Hi, this is great. Your art style conforms to the vanilla game enough for it to not feel out of place but still have plenty of character. I've wanted to do this for races in the Aeramore overhaul mod on the workshop here but wasn't sure how to tackle it.

Would you be able to share with me the resources you had to get these portraits to work? Thanks.
2chuu4u 18 Apr @ 1:05pm 
Ahh, yes that makes sense c:
I have yet to tackle trying to do portraits.
mcnuggy  [author] 18 Apr @ 10:46am 
@chuu4u I did have the hyena men pulled up as a reference when drawing them, but I figured it would be much easier to use an actual existing layered portrait as a base so it'd be easier to align things and map the texture coordinates.
2chuu4u 18 Apr @ 8:34am 
Oh, also! Regarding those portraits, have you considered using Hyena Men as a base instead of Kobolds?
2chuu4u 17 Apr @ 5:43pm 
Excited! I am so happy my mod inspired others to do the same!

I'm so glad to see folks stepping up to maintain outdated mods and keep them alive. Thanks for your good work mcnuggy!
mcnuggy  [author] 17 Apr @ 11:53am 
@CatManThree I do somewhat agree about them looking too cute, I thought about making them a bit more fierce looking when making it but decided against it since the other creature portraits tend to be on the softer/goofier side.

As for their size, they were mostly traced off kobolds, who are rather small portrait wise. The bodies i drew were made wider (by about ~4 pixels) but not taller. Comparing them to Dwarves and Goblins you're right they are rather short (by about ~4-5 pixels) but the heads are around the same size. In retrospect, basing the size off goblins would've probably been a better idea, though their current size isn't super 'small' compared to other vanilla portraits.

In the future I may make the bodies/clothes larger to reflect the gnoll's larger size.
CatManThree 17 Apr @ 11:03am 
I feel like the portraits should be a lot more intimidating than this. Portraits are really small too. They're supposed to be huge.
Karkino 16 Apr @ 5:47pm 
LETS GOOO :D
mcnuggy  [author] 16 Apr @ 4:51pm 
@SaltyCrab good news for you, I literally started work on the naga yesterday :)
Karkino 16 Apr @ 4:38pm 
nagas maybe too?? :D
pingin 14 Apr @ 1:17am 
YESS
Rat 12 Apr @ 1:52pm 
Super:Rat_Laugh: Looking for rat men yes:Rat_Laugh::urist: