

By convention sprite sheets should be placed in their appropriate folder, with creature sprite sheets in the creatures folder etc. Most of the content XML files allow users to specify sprite sheets, and this is done by adding a file attribute to the content nodes. There can be an arbitrary number of sprite sheets configured for Stonesense, yet some are always present as they contain default sprites (see further down). The solid area is the floor space taken up by a sprite, while the dotted box indicates the volume above this area corresponding to one z-level. A template for the area used by most sprites is: Note that, in order not to conflict with neighboring sprites, a sprite must actually be within a smaller area than its 32x32 block. Here's an example of a typical Stonesense sprite: All sprites are loaded and rendered in 32bit fullcolor pngs. RGB 255,0,255 (Magenta pink) is considered fully transparent. There are no alpha values yet, so partial transparency is not supported. With the exception of floors, which we will discuss later, all sprites are 32x32 pixels big and come in groups known as Sprite Sheets. The way sprites are loaded is fairly generalized. The scheme is not very complicated, and this guide will give a short introduction to how they work. Understanding how Stonesense deals with sprites is central to anyone who wishes to modify the content. This would cause the game to keep looking for creature definitions, allowing you to, for example, define custom professions in one file while still using the basic definitions. While simple creature definitions arent much use without a sheetIndex attribute, it can be useful to define variants without giving the base creature a sprite. So if you are adding a custom set of sprites for something already in the system, you need to add it to the *top* of the index file. Stonesense searches for images in the order that they are found top to bottom in the index file, then in the definition files. Keep in mind that users installing your content pack will need to place the files in the correct content folder (creatures buildings, etc) and add the XML files to their index.txt file.

#DWARF FORTRESS TILESET ISOMETRIC ARCHIVE#
Upload this archive together with a description to the Utility:Stonesense/Content_repository page, in much the same way tilesets and graphic packs are distributed for Dwarf Fortress, see the Tileset repository for reference. The default way of distributing content for Stonesense is to create an archive of the XML configs and the image files.
