Okay, first off, I will be giving a comprehensive guide to JtRH Tile modding. This is for two things: GeneralTiles and Style1. I
am not going over external Style files, or modding freely-distributed files.
1.
The .tim file:
The .tim file tells DROD how the images you give it replace existing tiles. This is only used for modular modding (See Section 2). The .tim file setup is simple: Each line corresponds to a line in your image. On that line are numbers, either a single number or a range (5-32), seperated by commas. Also, there are sometimes numbers preceeded by exclamation points.
Sample .tim:
35,157,45-49,!7
53,754,50-54,53-55,!4
What this means: The first row of the .tim corresponds to the first row of the image, so the first line of the image would mean that tile 1 would replace tile 35 ingame, tile 2 would replace tile 157, tiles 3-7 would replace 45-49, and the last 7 squares are unused. The second row is similar. The first tile goes in slot 53, the next one replaces 754, the next 5 replace 50-54, the next 4 are 53-55, and the last 4 are unused. (That's what the exclamation point means: this number are unused).
2.
Modular Modding:
Modular Modding is when you only replace part of a tileset using .tim files (See Section 1). Without modular modding, you have to replace every single element of the tileset, which can be annoying, especially if you have some awesome mod for snakes but can't publicize it because Caravel won't let you have the rest of the tileset. There are three steps to modular modding:
#1: Prepare an image file and place in Data/Bitmaps
#2: Prepare a .tim file and place in Data/Bitmaps
#3: Add a line to drod.ini
The first two you should be easy. The drod.ini file can be found in the Data folder. To add your modular mod, you need your .tim and .jpg/.png/.bmp to have the same filename before the dot and then add the following line to drod.ini somewhere in the Graphics Section:
[TilesetYouAreReplacing]=[YourFilename]
Replaceable tilesets are: GeneralTiles,Style1,Style2, and Style3.
They are, in order: Enemies, Foundation, Deep Spaces, Iceworks.
Ensure that your line is somewhere after the line where it says
[TilesetYouAreReplacing]=[TilesetYouAreReplacing]
You can install however many modular mods as you like, just remember that each one will override the ones before it in drod.ini.
3. StyleX.tim
Walls all follow the same rules for drawing. I will include them with diagrams for the first regular wall, and then you can extrapolate for the cracked walls. _ means floor, X means wall, O doesn't matter. The center X is the wall in question.
Shadow tiles only support black and white to make shadows.
Please note that these are arranged according to position in StyleX.png as opposed to something more logical.
663-709: Wall. Both sturdy and regular walls are included. The rule of thumb is that if regular wall is completely surrounded by wall, it will not considered wall for purposes of drawing and replaced by the wall image (more on that coming).
663: O_O
_XX
OXX
664: O_O
_XX
OX_
665: O_O
XX_
XXO
666: O_O
XX_
_XO
667: OXX
_XX
O_O
668: OX_
_XX
O_O
669: XXO
XX_
O_O
670: _XO
XX_
O_O
671: O_O
XXX
XXX
672: O_O
XXX
XX_
673: O_O
XXX
_XX
674: O_O
XXX
_X_
675: XXX
XXX
O_O
676: _XX
XXX
O_O
677: XX_
XXX
O_O
678: _X_
XXX
O_O
679: XXX
XXX
XXX
680: _XX
XXX
XXX
681: XX_
XXX
XXX
682: _X_
XXX
XXX
683: XXX
XXX
XX_
684: _XX
XXX
XX_
685: XX_
XXX
XX_
686: _X_
XXX
XX_
687: O_O
_X_
OXO
688: O_O
XX_
O_O
689: OXO
_X_
O_O
690: O_O
_XX
O_O
691: O_O
_X_
O_O
692: O_O
XXX
O_O
693: OXO
_X_
OXO
694: OXX
_XX
OXX
695: OX_
_XX
OXX
696: OXX
_XX
OX_
697: OX_
_XX
OX_
698: XXO
XX_
XXO
699: _XO
XX_
XXO
700: XXO
XX_
_XO
701: _XO
XX_
_XO
702: XXX
XXX
_XX
703: _XX
XXX
_XX
704: XX_
XXX
_XX
705: _X_
XXX
_XX
706: XXX
XXX
_X_
707: _XX
XXX
_X_
708: XX_
XXX
_X_
709: _X_
XXX
_X_
710-756: Secret Wall. Cracks that are normally not visible unless they are next to an empty square
552: Trapdoor front edge
(mrimer). Displayed only when you have a pit directly below a trapdoor.
57: Trapdoor
105: Falling Trapdoor
460-463: Tunnels in order: E,W,N,S
216-223: Force arrows from N going clockwise
120: Downward stair no shadow.
123-125: Top of 3x3 Rock 1 obstacle.
169-171: Top of 3x3 Rock 2 obstacle.
137-138: Top of 2x2 Rock 1 obstacle.
139-140: Top of 2x2 Rock 2 obstacle.
270-271: Top of 2x2 Tree 1 obstacle.
272-273: Top of 2x2 Tree 2 obstacle.
274: 1x1 Tree 1 obstacle.
121: Downward stair 1/4 shadow.
172-174: Middle of 3x3 Rock 1 obstacle
184-186: Middle of 3x3 Rock 2 obstacle
187-188: Bottom of 2x2 Rock 1 obstacle
189-190: Bottom of 2x2 Rock 2 obstacle
278-279: Bottom of 2x2 Tree 1 obstacle
280-281: Bottom of 2x2 Tree 2 obstacle
282: 1x1 Tree 2 obstacle
136: Downward stair 2/4 shadow
349-351: Bottom of 3x3 Rock 1 obstacle
352-354: Bottom of 3x3 Rock 2 obstacle
355: 1x1 Rock 1 obstacle
356: 1x1 Rock 2 obstacle
64-66: Top of 3x3 Table obstacle
201: 1x1 Table obstacle
1149-1150 (Shadow): Top of 1x1 Table shadow (2x2)
152: Downward stair 3/4 shadow
153: Upward stair no shadow
154: Upward stair 1/4 shadow
155: Upward stair 2/4 shadow
357-358: Top of 2x2 Pile 'O Skulls 1 obstacle
359-360: Top of 2x2 Pile 'O Skulls 2 obstacle
127: 1x1 Pile 'O Skulls 1 obstacle
67-69: Middle of 3x3 Table obstacle
1151-1152 (Shadow): Bottom of 1x1 Table Shadow (2x2)
168: Downward stair full shadow
464-465: Bottom of 2x2 Pile 'O Skulls 1 obstacle
466-467: Bottom of 2x2 Pile 'O Skulls 2 obstacle
142: 1x1 Pile 'O Skulls 2 obstacle
70-71: Bottom row first 2 tiles of 3x3 Table obstacle
200: Bottom right tile of 3x3 Table obstacle
586-590: Top of 5x5 Hut 1 obstacle
591-595: Top of 5x5 Hut 2 obstacle
596-598: Top of 3x3 Hut 1 obstacle
599-601: Top of 3x3 Hut 2 obstacle
810-814: Second row of 5x5 Hut 1 obstacle
815-819: Second row of 5x5 Hut 2 obstacle
820-822: Middle of 3x3 Hut 1 obstacle
823-825: Middle of 3x3 Hut 2 obstacle
826-830: Middle of 5x5 Hut 1 obstacle
831-835: Middle of 5x5 Hut 2 obstacle
836-838: Bottom of 3x3 Hut 1 obstacle
839-841: Bottom of 3x3 Hut 2 obstacle
842-846: Fourth row of 5x5 Hut 1 obstacle
847-851: Fourth row of 5x5 Hut 1 obstacle
852: 1x1 Hut 1 obstacle
853: 1x1 Hut 2 obstacle
935-936 (Shadow): Top of 1x1 Hut 1 shadow (2x2)
991-992 (Shadow): Top of 1x1 Hut 2 shadow (2x2)
854-858: Bottom of 5x5 Hut 1 obstacle
859-863: Bottom of 5x5 Hut 2 obstacle
937-938 (Shadow): Bottom of 1x1 Hut 1 shadow (2x2)
993-994 (Shadow): Bottom of 1x1 Hut 2 shadow (2x2)
605-651: Broken Wall
468-471: Top of 4x4 Empire Statue obstacle
471-473: Top of 2x2 Empire Statue obstacle
489-492: Top of 4x4 Goblin Statue obstacle
474: 1x1 Empire Statue Obstacle
1047-1048 (Shadow): Top of 1x1 Pile 'O Skulls 1 shadow (2x2)
909-910 (Shadow): Top of 1x1 Tree 1 shadow (2x2)
475-478: Second row of 4x4 Empire Statue obstacle
479-480: Bottom of 2x2 Empire Statue obstacle
496-499: Second row of 4x4 Goblin Statue obstacle
495: 1x1 Goblin Statue obstacle
1049-1050 (Shadow): Bottom of 1x1 Pile 'O Skulls 1 shadow (2x2)
911-912 (Shadow): Bottom of 1x1 Tree 1 shadow (2x2)
481-484: Third row of 4x4 Empire Statue obstacle
493-494: Top of 2x2 Goblin Statue obstacle
502-505: Third row of 4x4 Goblin Statue obstacle
1060-1061 (Shadow): Top of 1x1 Pile 'O Skulls 2 shadow (2x2)
922-923 (Shadow): Top of 1x1 Tree 2 shadow (2x2)
485-488: Bottom of 4x4 Empire Statue obstacle
500-501: Bottom of 2x2 Goblin Statue obstacle
506-509: Bottom of 4x4 Goblin Statue obstacle
1062-1063 (Shadow): Bottom of 1x1 Pile 'O Skulls 2 shadow (2x2)
924-925 (Shadow): Bottom of 1x1 Tree 2 shadow (2x2)
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
The rest is all shadows, so I won't have to put that in anymore.
////////////////////////////////////////////////////////////////
864-867: Top of 3x3 Rock 1 shadow (4x4)
893-896: Top of 3x3 Rock 2 shadow (4x4)
510-512: Top of 2x2 Rock 1 shadow (3x3)
884-886: Top of 2x2 Rock 2 shadow (3x3)
431-432: Top of 1x1 Rock 1 shadow (2x2)
868-871: Second row of 3x3 Rock 1 shadow (4x4)
897-900: Second row of 3x3 Rock 2 shadow (4x4)
513-515: Middle of 2x2 Rock 1 shadow (3x3)
887-889: Middle of 2x2 Rock 2 shadow (3x3)
433-434: Bottom of 1x1 Rock 1 shadow (2x2)
872-875: Third row of 3x3 Rock 1 shadow (4x4)
901-904: Third row of 3x3 Rock 2 shadow (4x4)
516-518: Bottom of 2x2 Rock 1 shadow (3x3)
890-892: Bottom of 2x2 Rock 2 shadow (3x3)
880-881: Top of 1x1 Rock 2 shadow (2x2)
876-879: Bottom of 3x3 Rock 1 shadow (4x4)
905-908: Bottom of 3x3 Rock 2 shadow (4x4)
882-883: Bottom of 1x1 Rock 2 shadow (2x2)
913-915: Top of 2x2 Tree 1 shadow (3x3)
926-928: Top of 2x2 Tree 2 shadow (3x3)
1051-1053: Top of 2x2 Pile 'O Skulls shadow (3x3)
1064-1066: Top of 2x2 Pile 'O Skulls shadow (3x3)
1153-1156: Top of 3x3 Table shadow (4x4)
916-918: Middle of 2x2 Tree 1 shadow (3x3)
929-931: Middle of 2x2 Tree 2 shadow (3x3)
1054-1056: Middle of 2x2 Pile 'O Skulls shadow (3x3)
1067-1069: Middle of 2x2 Pile 'O Skulls shadow (3x3)
1157-1160: Second row of 3x3 Table shadow (4x4)
919-921: Bottom of 2x2 Tree 1 shadow (3x3)
932-934: Bottom of 2x2 Tree 2 shadow (3x3)
1057-1059: Bottom of 2x2 Pile 'O Skulls shadow (3x3)
1070-1072: Bottom of 2x2 Pile 'O Skulls shadow (3x3)
1151-1164: Third row of 3x3 Table shadow (4x4)
955-960: Top of 5x5 Hut 1 shadow (6x6)
1011-1016: Top of 5x5 Hut 2 shadow (6x6)
1165-1168: Bottom of 3x3 Table shadow (4x4)
961-966: Second row of 5x5 Hut 1 shadow (6x6)
1017-1022: Second row of 5x5 Hut 2 shadow (6x6)
939-942: Top of 3x3 Hut 1 shadow (4x4)
967-972: Third row of 5x5 Hut 1 shadow (6x6)
1023-1028: Third row of 5x5 Hut 2 shadow (6x6)
943-946: Second row of 3x3 Hut 1 shadow (4x4)
973-978: Fourth row of 5x5 Hut 1 shadow (6x6)
1029-1034: Fourth row of 5x5 Hut 2 shadow (6x6)
947-950: Third row of 3x3 Hut 1 shadow (4x4)
979-984: Fifth row of 5x5 Hut 1 shadow (6x6)
1035-1040: Fifth row of 5x5 Hut 2 shadow (6x6)
951-954: Bottom of 3x3 Hut 1 shadow (4x4)
985-990: Bottom of 5x5 Hut 1 shadow (6x6)
1041-1046: Bottom of 5x5 Hut 2 shadow (6x6)
995-998: Top of 3x3 Hut 2 shadow (4x4)
1086-1090: Top of 4x4 Empire Statue shadow (5x5)
1077-1079: Top of 2x2 Empire Statue shadow (3x3)
1073-1074: Top of 1x1 Empire Statue shadow (2x2)
1111-1112: Top of 1x1 Goblin Statue shadow (2x2)
999-1002: Second row of 3x3 Hut 2 shadow (4x4)
1091-1095: Second row of 4x4 Empire Statue shadow (5x5)
1080-1082: Middle of 2x2 Empire Statue shadow (3x3)
1075-1076: Bottom of 1x1 Empire Statue shadow (2x2)
1113-1114: Bottom of 1x1 Goblin Statue shadow (2x2)
1003-1006: Third row of 3x3 Hut 2 shadow (4x4)
1096-1100: Middle of 4x4 Empire Statue shadow (5x5)
1083-1085: Bottom of 2x2 Empire Statue shadow (3x3)
1007-1010: Bottom of 3x3 Hut 2 shadow (4x4)
1101-1105: Fourth row of 4x4 Empire Statue shadow (5x5)
1115-1117: Top of 2x2 Goblin Statue shadow (3x3)
1124-1128: Top of 4x4 Goblin Statue shadow (5x5)
1106-1110: Bottom of 4x4 Empire Statue shadow (5x5)
1118-1120: Middle of 2x2 Goblin Statue shadow (3x3)
1129-1133: Second row of 4x4 Goblin Statue shadow (5x5)
1121-1123: Bottom of 2x2 Goblin Statue shadow (3x3)
1134-1138: Middle of 4x4 Goblin Statue shadow (5x5)
1139-1143: Fourth row of 4x4 Goblin Statue shadow (5x5)
1144-1148: Bottom of 4x4 Goblin Statue shadow (5x5)
(Thanks mrimer for the trapdoor front edge)
****************************************************************
4. GeneralTiles.tim
****************************************************************
GeneralTiles.tim contains the tiles for anything that moves, as well as tar and mud and a few other oddballs.
In general, if there are 8 consecutive tiles then they represent N being the first one and the next ones being clockwise in order. Yes, you can in fact make it so that Beethro has his sword facing backward and so that Evil Eyes always seem to be looking in the wrong direction.
Also, many objects have multiple sprites that are used interchangebly in order to get an animation effect. These are often eyes, but remember that you want to change both or else your new scarab beetles may randomly revert to roaches!
There are no tiles for Mothers scared of Beethro's sword, they merely draw the opposite eye when scared.
Once again they are arranged according to position and nothing sensible.
0-7: Decoy/Invisible Beethro. Invisible Beethro kind of flashes, while the Decoy stays at a constant slightly darker than the tile.
765-772: Guards
16-23: Decoy/Invisible Beethro Sword. Same special effects as their wielders.
361-368: Guard Swords
32-39: Beethro
256: Checkpoint
348: Struck Checkpoint
458: Ortho Tile
48-55: Beethro Sword
343-347: Restart Swirl
377-378: Seep Blood
459: Slayer Blood
240-247: Mimic
208-215: Wraithwing (Frame 1)
224-231: Mimic Sword
232-239: Wraithwing (Frame 2)
64-71: Goblin King (Frame 1)
71-79: Inactive Evil Eye (Frame 1)
80-87: Roach (Frame 1)
88-95: Inactive Evil Eye (Frame 2)
96-103: Roach (Frame 2)
261-262: Blood
263-264: Wall Debris
267-268: Insects
110: Beethro Z (Sleeping)
283: Master Wall
112-119: Roach Queen (Frame 1)
257-258: Tar "
Blood"
60-61: Tar Mother
62-63: Tar Mother (Turn 29)
128-135: Roach Queen (Frame 2)
106-107: Mud "
Blood"
791-792: Mud Mother
793-794: Mud Mother (Turn 29)
176-178: First 3 turns of roach egg (Frame 1)
265: Fourth turn of roach egg (Frame 1)
179-181: First 3 turns of roach egg (Frame 2)
266: Fourth turn of roach egg (Frame 2)
521-528: Seep (Frame 1). Seeps flash slowly.
144-151: Goblin (Frame 1)
529-536: Seep (Frame 2). Seeps flash slowly
160-167: Goblin (Frame 2)
202: Wubba (Frame 1)
204: Wubba (Frame 2)
435: Bomb
454-456: Spark
193: Scroll
194: Orb
195: Struck Orb
196: Mimic Potion
197: Invisibility Potion
457: Decoy Potion
198: Brain (Frame 1)
199: Brain (Frame 2)
206: Horizontal Eye Beam
207: NW-SE Eye Beam
275: Vertical Eye Beam
276: SW-NE Eye Beam
284: Custom Floor
All gates (and fuses) are as follows when displayed in a 4x4 square with each letter representing an adjacent gate in that direction:
____ ____ ____ ____
| ES | ESW| SW| S |
|NES |NESW|N SW|N S |
|NE |NE W|N W|N |
| E | E W| W| |
285-287: Top row, first three yellow gates
260: Top row, last yellow gate
298-300: Top row, first three green gates
312: Top row, last green gate
313-315: Top row, first three blue gates
327: Top row, last blue gate
328-330: Top row, first three red gates
342: Top row, last red gate
288-290: Second row, first three yellow gates
295: Second row, last yellow gate
301-303: Second row, first three green gates
308: Second row, last green gate
316-318: Second row, first three blue gates
323: Second row, last blue gate
331-333: Second row, first three red gates
338: Second row, last red gate
291-293: Third row, first three yellow gates
259: Third row, last yellow gate
304-306: Third row, first three green gates
311: Third row, last green gate
319-321: Third row, first three blue gates
326: Third row, last blue gate
334-336: Third row, first three red gates
341: Third row, last red gate
297: Fourth row, first yellow gate
294: Fourth row, second yellow gate
296: Fourth row, third yellow gate
42: Fourth row, fourth yellow gate
310: Fourth row, first green gate
307: Fourth row, second green gate
309: Fourth row, third green gate
43: Fourth row, fourth green gate
325: Fourth row, first blue gate
322: Fourth row, second blue gate
324: Fourth row, third blue gate
58: Fourth row, fourth blue gate
340: Fourth row, first red gate
337: Fourth row, second red gate
339: Fourth row, third red gate
183: Fourth row, fourth red gate
397-399: First row, first 3 black gates
411: First row, fourth black gate
438-441: First row of fuses
537-539: First row, first 3 lowered yellow gates
551: First row, fourth lowered yellow gate
1169-1172: First row of fuses on walls
400-402: Second row, first 3 black gates
407: Second row, fourth black gate
442-445: Second row of fuses
540-542: Second row, first 3 lowered yellow gates
547: Second row, fourth lowered yellow gate
1173-1176: Second row of fuses on walls
403-405: Third row, first 3 black gates
410: Third row, fourth black gate
446-449: Third row of fuses
543-545: Third row, first 3 lowered yellow gates
551: Third row, fourth lowered yellow gate
1177-1180: Third row of fuses on walls
Page 2 (Sorry you had to scroll down):
409: Fourth row, first black gate
406: Fourth row, second black gate
408: Fourth row, third black gate
412: Fourth row, fourth black gate
450-443: Fourth row of fuses
549: Fourth row, first lowered yellow gate
549: Fourth row, second lowered yellow gate
549: Fourth row, third lowered yellow gate
41: Fourth row, fourth lowered yellow gate
1181-1184: Fourth row of fuses on walls
413-420: Rock Golem (Frame 1)
429: Rock Golem Core (Frame 1)
Tar and Mud are arranged as follows in a 5x3 rectangle:
_________________________ _________________________ _________________________ _________________________ _________________________
| Top Left corner| Top Edge| Top Right corner|Inner Bottom-Right Corner| Inner Bottom-Left Corner|
| Left Edge| Middle| Right Edge| Inner NW/SE Corner| Inner SW/NE Corner|
| Bottom Left corner| Bottom Edge| Bottom Right corner| Inner Top-Left Corner| Inner Top-Right Corner|
248: Top row, first tar
108: Top row, second tar
249: Top row, third tar
254: Top row, fourth tar
253: Top row, fifth tar
421-428: Rock Golem (Frame 2)
430: Rock Golem (Frame 2)
192: Second row, first tar
59: Second row, second tar
122: Second row, third tar
56: Second row, fourth tar
40: Second row, fifth tar
Serpents are normally arranged in 5x4 rectangles:
________________________ ________________________ ________________________ ________________________ ________________________
| Westward Head (Frame 1)| W/E Body| Eastward Tail| Unused| Unused|
| Westward Tail| Eastward Head (Frame 1)| E/S Body| W/S Body|Northward Head (Frame 2)|
|Northward Head (Frame 1)| Northward Tail| N/E Body| N/W Body| N/S Body|
| Southward Tail|Southward Head (Frame 1)| Westward Head (Frame 2)| Eastward Head (Frame 2)|Southward Head (Frame 2)|
11-12: Top row, first 2 Serpent
17: Top row, third Serpent
382-383: Top row, first 2 Rattlesnake
391: Top row, third Rattlesnake
250: Third row, first tar
203: Third row, second tar
251: Third row, third tar
29: Third row, fourth tar
252: Third row, fifth tar
25: Second row, first Serpent
9: Second row, second Serpent
14-15: Second row, third and fourth Serpent
44: Second row, fifth Serpent
389: Second row, first Rattlesnake
380: Second row, second Rattlesnake
385-386: Second row, third and fourth Rattlesnake
392: Second row, fifth Rattlesnake
803: Top row, first mud
799: Top row, second mud
804: Top row, third mud
809: Top row, fourth mud
808: Top row, fifth mud
8: Third row, first Serpent
26: Third row, second Serpent
30-31: Third row, third and fourth Serpent
13: Third row, fifth Serpent
379: Third row, first Rattlesnake
390: Third row, second Rattlesnake
394-396: Third row, third and fourth Rattlesnake
384: Third row, fifth Rattlesnake
801: Second row, first mud
798: Second row, second mud
800: Second row, third mud
797: Second row, fourth mud
796: Second row, fifth mud
24: Fourth row, first Serpent
10: Fourth row, second Serpent
47: Fourth row, third Serpent
45: Fourth row, fourth Serpent
46: Fourth row, fifth Serpent
379: Fourth row, first Rattlesnake
388: Fourth row, second Rattlesnake
381: Fourth row, third Rattlesnake
396: Fourth row, fourth Rattlesnake
393: Fourth row, fifth Rattlesnake
805: Third row, first mud
802: Third row, second mud
806: Third row, third mud
795: Third row, fourth mud
807: Third row, fifth mud
577-784: Slayer
369-376: Slayer Hook
585: Wisp Frame 1
104: Wisp Frame 2
175: Wisp Frame 3
191: Wisp Frame 4
436-437: Bomb frames 1&2
789-790: Bomb frames 3&4
757-764: Tar Technician
781-788: Citizen 1/2
569-576: Mud Coordinator
561-568: Halph
553-560: Goblin King (Frame 2)
773-780: Negotiator/Instructor
Wall shadows are arranged in a 1x7 row, relevant to walls N, W, and NW. X means wall, _ means floor. Bottom-left _ is floor in question.
__ __ __ __ __ __ __
|_X|X_|__|XX|X_|XX|_X|
|__|__|X_|__|X_|X_|X_|
109: First wall shadow
111: Second wall shadow
126: Third wall shadow
141: Fourth wall shadow
143: First wall shadow
156: Sixth wall shadow
159: Seventh wall shadow
1185-1192: Tar Baby (Frame 1)
519-520: The first two sword slashes. They are arranged in NW-N, N-NE, etc.
652-657: The last six sword slashes.
1193-1200: Tar Baby (Frame 2)
1217-1224: Seep (Frame 1)
1201-1208: Mud Baby (Frame 1)
1225-1232: Seep (Frame 2)
1209-1216: Mud Baby (Frame 2)
1233-1240: Active Evil Eye
****************************************************************
5. How to make your pictures work
****************************************************************
In order to your tilesets work when inserted into drod, you will want to use the following filetype:
.PNG
.JPEG, .JPG, and .BMP also work, but PNG is the generally accepted best image type.
Your tiles must always be 22x22. I suggest adding gridlines in your editor. If they are not, JtRH will use 22x22 squares anyway. To avoid seeing a double effect, try to keep in touch with the 22x22 restriction.
Some tiles (Just about every tile except for any sort of wall tile) can have transparency. There are two requirements for transparency:
The transparent color is RGB(192,192,192)
At least one corner pixel is transparent.
Your image merely needs to fit the above requirements, and then, coupled with the proper .tim file and drod.ini entry, your modding should be fine.
****************************************************************
6. The rest of the stuff
****************************************************************
Things to do: Non-modular mods (including a guide with the tim numbers for each tile in the default tileset).
Special Thanks to Adam Peterson AKA AlefBet for his providing us all with tilesets and .tims to work from.
Feel free to use this anywhere under the following three conditions:
1. Attribute it to me (coppro of DROD Forums)
2. Do not remove anything (Feel free to add as long as it isn't derogatory or anything like that)
3. Explain these three terms.
You can reformat it or add your own section without my permission. Images are fine too.
[Last edited by coppro at 01-11-2006 12:35 AM]