A package of images for the game.
A single image that represents either an individual game entity or a common background
File name without an extension.
A unit square in the game world with certain coordinates, where entities can exist and on which sprites are drawn. Sometimes used (incorrectly) in place of "sprite".
A collection of sprites with identical sizes and offsets composited into one image file that the game will read.
Machine-readable description mapping the contents of tilesheets to game entities.
A collection of tileset metadata.
JSON configuration object that describes which sprites are used for which game entities and how.
A tileset that is stored as directories of individual sprites and tile entries.
Converts a compositing tileset into package suitable for the game: a set of tilesheets and the tile_config.json
.
Compositing tileset subdirectory containing sprites and tile entries.
Describes tilesheet directories for compose.py
{ // The simplest version
"id": "mon_cat", // a game entity ID
"fg": "mon_cat_black", // a sprite root name that will be put on foreground
"bg": "shadow_bg_1" // another sprite root name that will be the background; can be empty for no background
}
Sprites can be referenced across tilesheet directories, but they must be stored in a tilesheet directory with their size and offset.
id
can be an array of multiple game entity IDs sharing the same sprite configuration, like "id": ["vp_door", "vp_hddoor"]
. id
game values that are used as-is include terrain, furniture, items (except corpses), monsters, fields, traps.
The special ID unknown
provides a sprite that is displayed when an entity has no other sprite. Other hardcoded IDs also exist, and most of them are referenced in src/cata_tiles.cpp
. A full list of hardcoded IDs may be present in tools/json_tools/generate_overlay_ids.py
stored as CPP_IDS
but it's updated manually and may lag behind.
Special prefixes that are used include:
overlay_effect_
for effects.
overlay_mutation_
and overlay_mutation_active_
for both mutations and bionics.
overlay_worn_
and overlay_wielded_
for items being worn or wielded by characters.
corpse_
for corpses.
overlay_
for movement modes.
vp_
for vehicle parts (see also symbols
and standard_symbols
JSON keys that are used as suffixes).
explosion_
for spell explosion effects. Multitile is required; only supports "center", "edge" and "corner".
Are defined by adding _female
or _male
part to the overlay_
part of a prefix: overlay_female_
or overlay_male_
.
Are defined by adding _season_spring
, _season_summer
, _season_autumn
, or _season_winter
suffix to any tile entry id
. For example "id": "mon_wolf_season_winter"
.
You can add "rotates": true
to allow sprites to be rotated by the game automatically. Alternatively, fg
and bg
can be an array of 2 or 4 pre-rotated variants, like "fg": ["mon_dog_left", "mon_dog_right"]
or "bg": ["t_wall_n", "t_wall_e", "t_wall_s", "t_wall_w"]
.
fg
and bg
can also be an array of objects of weighted, randomly chosen options, any of which can also be an array of rotations:
"fg": [
{ "weight": 50, "sprite": "t_dirt_brown"}, // appears approximately 50 times in 53 tiles
{ "weight": 1, "sprite": "t_dirt_black_specks"}, // appears 1 time in 53 tiles
{ "weight": 1, "sprite": "t_dirt_specks_gray"},
{ "weight": 1, "sprite": "t_patchy_grass"} // file names are arbitrary, but see `--use-all` option
],
"multitile": true
signifies that there is an additional_tiles
object (redundant? probably) with one or more objects that define sprites for game entities associated with this tile, such as broken versions of an item, or wall connections. Each object in the array has an id
field, as above, and an fg
field, which can be a single root name, an array of root names, or an array of objects as above. "rotates": true
is implied with it and can be omitted.
Each JSON file can have either a single object or an array of one or more objects:
[
{ "id": "mon_zombie", "fg": "mon_zombie", "bg": "mon_zombie_bg" },
{ "id": "corpse_mon_zombie", "fg": "mon_zombie_corpse", "bg": "mon_zombie_bg" },
{ "id": "overlay_wielded_corpse_mon_zombie", "fg": "wielded_mon_zombie_corpse" }
]
[
{ // default sprite size
"width": 32,
"height": 32,
"pixelscale": 1
}, {
"tiles.png": {} // Each tilesheet directory must have a corresponding object
}, { // with a single key, which will become the tilesheet output filename.
"expan.png": {} // Empty object means the default sprite size and no offsets.
}, {
"tree.png": {
"sprite_width": 64, // Overriding values example
"sprite_height": 80,
"sprite_offset_x": -16,
"sprite_offset_y": -48
}
}, {
"fillerhoder.png": { // Unknown keys like `source` will be ignored by `compose.py` and can be used as comments.
"source": "https://github.com/CleverRaven/Cataclysm-DDA/tree/b2d1f9f6cf6fae9c5076d29f9779e0ca6c03c222/gfx/HoderTileset",
"filler": true
}
}, {
"fallback.png": {
"fallback": true
}
}
]
Tilesheet directory names are expected to use the following format: pngs_{tilesheet_root_name}_{sprite_width}x{sprite_height}
- such as pngs_tiles_32x32
, pngs_expan_32x32
, pngs_tree_64x80
, etc. To improve performance, keep the number of tilesheets to a minimum.
"filler": true
means the tilesheet is a filler; tile entries within it will be used only if IDs in them were not mentioned in any preceding tile entry. Sprites within a filler directory will be ignored if another one with the same name was already encountered. A filler tilesheet is useful when upgrading the art in a tileset: old, low-quality art can be placed on filler tilesheet and will be automatically replaced as better images are added to the non-filler tilesheets.
"fallback": true
means the tilesheet is a fallback; it will be treated as a source of fallback ASCII character sprites. compose.py
will also append the fallback tilesheet to the end of the tileset, and will add a "fallback.png" to tile_config.json
if there is no fallback
entry in tile_info.json
.
A tilesheet can be an expansion from a mod. Each expansion tilesheet is a single id
value, where the "rotates": false"
, and "fg": 0
keys are set. Expansion tile entry JSONs are the only tile entry JSONs that may use an integer value for fg
, and that value must be 0. Expansion tile entry JSONs must be located at the top layer of each tilesheet directory.
compose.py [-h] [--use-all] [--obsolete-fillers] [--palette] [--palette-copies] source_dir [output_dir]
source_dir
- the compositing tileset directory.
output_dir
will be set to the source_dir
unless provided separately. Expected to have tileset.txt
and fallback.png
.
--use-all
: instead of warning about unused sprites, will treat their root name as the id
value to use them as fg
for. In other words, just naming your sprite overlay_wielded_spear_survivor.png
will imply this tile entry unless any tile entry already references overlay_wielded_spear_survivor
in a fg
or bg
value:
{
"id": "overlay_wielded_spear_survivor",
"fg": "overlay_wielded_spear_survivor"
}
--obsolete-fillers
: print which fillers were skipped and are thus ready to be removed.
--palette
: Quantize all tilesheets to 8bpp colormaps. May severely reduce quality as there is only 256 possible colors but reduces file size.
--palette-copies
: Output copies of tilesheet files quantized to 8bpp palette with .png8
extension. Intended for external detection if conversion was lossless.
Requires pyvips
module, see below.
- Install Python with the latest installer https://www.python.org/downloads/windows/
- Open Console (Window key +
R
key, typecmd
and hitEnter
) - Install pyvips with these commands:
py -m pip install -U pip
py -m pip install --user pyvips
- Extract the latest libvips distribution to a folder (get the
vips-dev-w64-web-#.#.#.zip
NOT thevips-dev-w64-all-#.#.#.zip
) https://libvips.github.io/libvips/install.html - Press start menu and search for "
environment variables
". - Alternatively go to
Control Panel > System > Advanced System Settings > Environment Variables
- In the
User variables
section, selectPath
and clickEdit
. - Select an empty line and press
New
- Copy and paste the path to
vips\bin
folder, it should look something likeC:\Users\username\AppData\Roaming\Python\Python39\site-packages\pyvips\vips-dev-8.10\bin
- If you have the Console open, close it so the changes take effect.
Navigate on Console to a directory with the script you want to launch.
Prefix the script filename with py
, like this: py compose.py --use-all --obsolete-fillers pathToYourTileset pathToYourOutputFolder
TODO, please ask if you need it or send suggestions if you want to help
TODO, please ask if you need it or send suggestions if you want to help
Prior to October 2019, when compose.py
was made, sprite indices in tile_config.json
had to be calculated by hand. Following is a description for them.
Each tilesheet contains 1 or more sprites with the same width and height. Each tilesheet contains one or more rows of exactly 16 sprites. Sprite index 0 is special and the first sprite of the first tilesheet in a tileset should be blank. Indices run sequentially through each sheet and continue incrementing for each new sheet without resetting, so index 32 is the first sprite in the third row of the first sheet. If the first sheet has 320 sprites in it, index 352 would be the first sprite of the third row of the second sheet.
Each legacy tileset has a tile_config.json
describing how to map the contents of a sprite sheet to various tile identifiers, different orientations, etc. The ordering of the overlays used for displaying mutations can be controlled as well. The ordering can be used to override the default ordering provided in mutation_ordering.json
. Example:
{ // whole file is a single object
"tile_info": [ // tile_info is mandatory
{
"height": 32,
"width": 32,
"iso" : true, // Optional. Indicates an isometric tileset. Defaults to false.
"pixelscale" : 2 // Optional. Sets a multiplier for resizing a tileset. Defaults to 1.
}
],
"tiles-new": [ // tiles-new is an array of sprite sheets
{ // alternately, just one "tiles" array
"file": "tiles.png", // file containing sprites in a grid
"tiles": [ // array with one entry per tile
{
"id": "10mm", // ID is how the game maps things to sprites
"fg": 1, // lack of prefix mostly indicates items
"bg": 632, // fg and bg can be sprite indexes in the image
"rotates": false
},
{
"id": "t_wall", // "t_" indicates terrain
"fg": [2918, 2919, 2918, 2919], // 2 or 4 sprite numbers indicates pre-rotated
"bg": 633,
"rotates": true,
"multitile": true,
"additional_tiles": [ // connected/combined versions of sprite
{ // or variations, see below
"id": "center",
"fg": [2919, 2918, 2919, 2918]
},
{
"id": "corner",
"fg": [2924, 2922, 2922, 2923]
},
{
"id": "end_piece",
"fg": [2918, 2919, 2918, 2919]
},
{
"id": "t_connection",
"fg": [2919, 2918, 2919, 2918]
},
{
"id": "unconnected",
"fg": 2235
}
]
},
{
"id": "vp_atomic_lamp", // "vp_" vehicle part
"fg": 3019,
"bg": 632,
"rotates": false,
"multitile": true,
"additional_tiles": [
{
"id": "broken", // variant sprite
"fg": 3021
}
]
},
{
"id": "t_dirt",
"rotates": false,
"fg": [
{ "weight":50, "sprite":640}, // weighted random variants
{ "weight":1, "sprite":3620},
{ "weight":1, "sprite":3621},
{ "weight":1, "sprite":3622}
]
},
{
"id": [
"overlay_mutation_GOURMAND", // character overlay for mutation
"overlay_mutation_male_GOURMAND", // overlay for specified gender
"overlay_mutation_active_GOURMAND" // overlay for activated mutation
],
"fg": 4040
}
]
},
{ // second entry in tiles-new
"file": "moretiles.png", // another sprite sheet
"tiles": [
{
"id": ["xxx","yyy"], // define two ids at once
"fg": 1,
"bg": 234
}
]
}d
],
"overlay_ordering": [
{
"id" : "WINGS_BAT", // mutation name, in a string or array of strings
"order" : 1000 // range from 0 - 9999, 9999 being the topmost layer
},
{
"id" : [ "PLANTSKIN", "BARK" ], // mutation name, in a string or array of strings
"order" : 3500 // order is applied to all items in the array
},
{
"id" : "bio_armor_torso", // Overlay order of bionics is controlled in the same way
"order" : 500
}
]
}
This is a Python script that will convert a legacy tileset into a compositing tileset. It reads the tile_config.json
and assigns semi-arbitrary file names to each sprite index. Then it changes all sprite index references to file names, breaks up tile_config.json
into many small tile entry JSON files with arbitrary file names, and writes each sprite into a separate file.
It requires the pyvips
module to perform the image processing.
It takes a single mandatory argument, which is the path to the tileset directory. For example:
python3 tools/gfx_tools/decompose.py gfx/ChestHole16Tileset
will convert the legacy ChestHole16 tileset to a compositing tileset.
decompose.py creates a sufficient directory hierarchy and file names for a tileset to be compositing, but it is machine-generated and will be badly organized. New compositing tilesets should use more sensible file names and a better organization.
It shouldn't be necessary to run decompose.py very often. Legacy tilesets should only need to be converted to composite tilesets one time.