i have not decided wether to do the same and follow his example yet. Followers and fans of Mephs tileset may note that he has done different designs for a whole row of different metals and materials. I intend to make more sprites for metal furniture but am not sure how to go about it yet. As the tile variance of grass already helps break up the environment, there is no need for different green coloirs for grasses anymore. To amend the green colours being to similar, I have decided for all grass and plants to use the light green, while all tree leaves use the darker green. New wooden floor tiles are there to make wooden forts easier on the eyes. while wooden coffers and cabinets do not differ from stone ones at all. all these will have some additional variation to them in the next update, since the current state only has 1 sprite for wooden table, chair etc. I've worked on sprites for wooden furniture, floors and rock blocks. Update post and current state of the next update: In an ideal situation, I would want the steam release to forego the top down perspective for a slight isomeric angle, no more than 10°, to show depth of the walls, but that has already been decided against. Said update will provide me with an immense amount of work, that may or may not cause me to overhaul all walls, though from the looks of mephs wall suggestion on reddit a few months ago, which paid homage to my wall design, the smooth walls will probably stay the same, allowing me to focus entirely on natural walls. I think the true solution to the discontinuity problem between natural and smooth walls will have to be solved with the new features in the steam release and graphics update. While your idea is certainly implementable, it requires a few tricks that may come at the cost of readability, especially regarding showing which tiles are designated for digging and which are not. furthermore, natural walls uses both background and foreground colour while smooth walls uses only foreground, unless engraved. First of all smooth walls are directional, while natural walls are not. though by how the game handles graphics, there are a few problems. Thats it easy, Its certainly a good idea. you can add as many creatures as you like to one graphics file, just keep PAGE_DIM within 16x16 the second ID after DEFAULT or CHILD is the TILE_PAGE ID (for example DEFAULT:DOMESTIC points to TILE_PAGE:DOMESTIC in the same file), make sure they match if the creature can be trained also add TRAINED_WAR and TRAINED_HUNTER adjust DEFAULT, CHILD and ANIMATED coordinates to your tile (for example 0:0 for top left), leave IS_DEFAULT when in doubt. last, delete all creatures and add a line for your new creature (make sure its the same ID) now alter the FILE, TILE_DIM and PAGE_DIM to fit your image, FILE is the file name of your texture, TILE_DIM is the dimension of a single tile in the texture, for example 32:32 is 32x32 pixel, PAGE_DIM shows how many tiles there are in X and Y direction open it and change the first line in the file to resemble the name of the file rename it to graphics_yourfancynamegoeshere Go back to the raw\graphics\ folder and copy any graphics_creature file, for example the one for domestic animals You note down its ID, look for, the xxx is its ID Then you look for the creature_xxx.txt file in \raw\objects that contains your creature You create a png file with the tiles for the creatues and place it in the \raw\graphics folder. Adding creature graphics is actually much easier than tiles.
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