Modding:Tiles: Difference between revisions

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resolve cleanup note by linking custom player tiles tutorial
(Add a section about PaintWith)
(resolve cleanup note by linking custom player tiles tutorial)
 
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https://www.dropbox.com/s/3hub59uoiamz0vq/caves-of-qud-tiles-200.71.zip?dl=1
https://www.dropbox.com/s/3hub59uoiamz0vq/caves-of-qud-tiles-200.71.zip?dl=1
The link above is a somewhat outdated tile collection from an older version of the game. To get a more up-to-date version of tile assets, you can either use a Unity Asset Extractor program (there are a few available online), or you can use [https://github.com/TrashMonks/brinedump the Brinedump mod] for Caves of Qud (by Armithaig), which will dump assets using an in-game wish.


== Modifying Existing Tiles ==
== Modifying Existing Tiles ==
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</syntaxhighlight><br />
</syntaxhighlight><br />


== Creating a Player-Tile ==
{{Cleanup | This guide is incomplete and may also be best as its own article.}}
At the moment, the player's sprite does not have a direct/in-game method of changing the tile, but there is a method that will allow you to make custom sprites and assign them to the player.
<br />
# Firstly, create the item you wish to use as a player tile, the name can have any format, but the image must be saved as PNG format, most sprites work between 16px x 24px.
# Navigate to : <u>%appdata%\Caves of Qud\Mods</u>
# Create a new folder named "PC Sprite," then create another folder inside PC Sprite named "Textures" you may also add sub-directories based on the  items I.E creatures, buildings, etc.
# Your file Path Should look like :  <u>%appdata%\Caves of Qud\Mods\PC Sprite\Textures</u>
# Place your custom sprite into the Textures folder.
# Got to: <u>%appdata%\Caves of Qud\Mods\PC Sprite</u>
# Right-Click, and create a new text-document, rename the text document, "MyPlayerTileWish.cs."
# Open the document.
# Paste the Following:<syntaxhighlight lang="csharp">
using XRL.World;
using XRL.Wish;
using XRL.Messages;
[HasWishCommand]
public class MyPlayerTileWish
{
    [WishCommand(Command = "usemytile")]
    static public bool UseMyTile()
    {
        IPart.ThePlayer.pRender.Tile = "yourtilesname.png";
        return true;
    }
}
</syntaxhighlight>
# Where it says <u>"yourtilesname.png"</u> paste the name of the tile in your textures that you wish to use for your player tile, if it is in a sub-directory write it as so: <u>"subfolder/yourtilesname.png."</u>
# Close and Save.
# Launch Caves of Qud.
# Activate and Approve the mod in the script.
# After creating your character, use the wish command, "usemytile" and you should be assigned the tile you customized.
<br />
== Supported File Types ==
== Supported File Types ==
Only .png files are supported.
Only .png files are supported.
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==See Also==
==See Also==
* [[Visual Style]]
* [[Visual Style]]
* [[Modding:Tutorial_-_Custom_Player_Tiles]]


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