From 06ac836ea18c89a846104403f128028da75e24ba Mon Sep 17 00:00:00 2001 From: David Lawrence Ramsey Date: Tue, 29 Sep 2009 14:07:57 -0500 Subject: Apply jpeg's patch to tiles_creation.txt to make it describe how to do randart tiles for 0.5, not trunk. --- crawl-ref/docs/tiles_creation.txt | 24 ++++++++---------------- 1 file changed, 8 insertions(+), 16 deletions(-) (limited to 'crawl-ref') diff --git a/crawl-ref/docs/tiles_creation.txt b/crawl-ref/docs/tiles_creation.txt index 1c86d59ca4..488257f306 100644 --- a/crawl-ref/docs/tiles_creation.txt +++ b/crawl-ref/docs/tiles_creation.txt @@ -39,21 +39,13 @@ rest of the tile, so we can easily remove it later. 3.) For items and monsters don't forget to add a shadow. You can use standard black for this. -4.) New randart weapons and armour items need not only a tile for the item +4.) You'll need to add the tile to the relevant dc-xxxx.txt file and use the + same (uppercase) definition in the matching tileidx_xxxx() function in + tilepick.cc. + New randart weapons and armour items need not only a tile for the item itself but also a smaller variant for the player doll to wield or wear. - To define the new artefact tiles, you'll need to modify two files: - source/art-data.txt, and rltiles/dc-player.txt, with the details nicely - described in art-data.txt. - If you have perl installed, run "perl art-data.pl" from source/util. If you - made any mistakes in modifying the two files the script will complain. - - If an artefact doesn't get a special equipment tile the base type's tile - will be used instead. - -5.) Otherwise, add the tile to the relevant dc-xxxx.txt file and use the same - (uppercase) definition in the matching tileidx_xxxx() function in - tilepick.cc. Note that the latter is not necessary if you are adding tiles - for the player doll. + For the former, add the tile definition to dc-unrand.txt; the latter (which + does not require changes to tilepick.cc) needs to be set in dc-player.txt. Tiles are assumed to have been placed within the rltiles/ directory structure. You can use a relative path for the tile definition, or you can @@ -66,11 +58,11 @@ rest of the tile, so we can easily remove it later. new_tile NEW_TILE %rim 0 -6.) For humanoid monsters' tiles you may want to add a line in +5.) For humanoid monsters' tiles you may want to add a line in get_weapon_offset() in tilemcache.cc to allow it to be drawn with a wielded weapon. -7.) New monsters may also need a unique corpse tile. In that case you'll also +6.) New monsters may also need a unique corpse tile. In that case you'll also need to modify dc-corpse.txt and add a tile in _tileidx_corpse() of tilepick.cc. -- cgit v1.2.3-54-g00ecf