Guide to spriting: Difference between revisions

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== Object overview ==
== Object overview ==


There are 4 types of objects in the game:
There are 4 types of objects in the game:
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Now, hopefully that's all the information you need to sprite and make dmi files.  
Now, hopefully that's all the information you need to sprite and make dmi files.  


== Required sprites by object category ==
=== From PNG back to DMI ===
 
[https://www.youtube.com/watch?v=kXDcYtAfjrM Here's Errorage's video tutorial (thanks Errorage!) on how to convert your beautiful PNG file into a DMI, you can watch this or follow the guide below, they are essentially the same.]
 
 
The [http://entropymine.com/jason/tweakpng/ first thing you want to do is download TweakPNG from here],
 
You then want to copy the .dmi and make it a .png.
 
[[File:Spriting1.png|frame|none|Dmi and png files here.]]
 
Open the .png file in a photo editing software like GImp or Paint.NET.
 
[[File:Spriting2.png|300px|frame|none|Png file opened.]]


Now to tell you what sprites different types of items need:
Make any edits you want.


=== Mobs ===
[[File:Spriting3.png|frame|none|Perfect.]]


*Mobs require sprites in 4 directions. If you want them to be able to wear clothes, hold items, wear gloves, glasses, etc. then the part which you'd like to keep needs to be in the same place as on the human sprite in all 4 directions. Yeah, this limits you a lot.
Save/Export the file. Along with opening TweakPNG.


=== Turfs ===
Rename the .png to something new and make it a .dmi.


*Floors are in icons/turf/floors.dmi - Check the file for examples
You can then drag your .dmi file into TweakPNG.
*Walls are in icons/turf/walls.dmi - Check the file for examples
*And some other stuff is in other files in icons/turf/
*I think these are pretty self explanatory


=== Objects ===
Copy the chunk named "zTXt".


*Items, stuff that you can pick up and use generally require an item sprite and an in-hand sprite. The item sprite can be put in icons/obj/items.dmi or other dmi files, while the in-hand sprite needs to be in icons/mob/items_lefthand.dmi and icons/mob/items_righthand.dmi
Drag on the new .dmi and copy the "zTXt" chunk over and make sure it's anywhere under the "tRNS" chunk.
*Clothing: Stuff that you can wear: Generally requires an item sprite in the appropriate dmi file in icons/obj/clothing/ , and in-hand sprite in icons/mob/items_lefthand.dmi and items_righthand.dmi as well as the on-mob sprite in the appropriate file in icons/mob/
*Machinery: Usually either just one sprite or separate on-off sprites. It tends to differ from machine to machine


[[File:Spriting4.gif|frame|none|Oh god what is going on.]]


== Locating sprites ==
Open your new .dmi to make sure it worked.


For most objects if you double-click them in the object tree (on the left side of the dream maker window) you will be taken to their definition in code. In the variables below what is highlighted you will often see:
[[File:Spriting5.png|300px|frame|none|Hey! It worked!]]


  icon = 'abc.dmi'
== Required sprites by object category ==
  icon_state = "sprite_name"


The icon variable defines the file which contains the sprites and the icon_state defines the name of the sprite in the specified file.
Now to tell you what sprites different types of items need:
Sometimes the icon or even icon_state variable will not be set under the definition. This means they're set on a parent level. If you're looking for /obj/item/weapon/storage/belt/full and can't see it, try looking at /obj/item/weapon/storage/belt. If it isn't there try looking for /obj/item/weapon/storage and so on.


Note that sometimes double-clicking an object in the object tree will not bring you to the object definition. You will know this by the highlighted line not being the same as the path to the object you double-clicked in the object browser. Searching for the definition in such cases can be a bit hard, so I've prepared a list of the most commonly used dmi files for certain objects:
=== Mobs ===
*Mob sprites for the most part require four directions.
*Mob sprites require dead sprites.
*If you choose to, you can make a laying sprite.
*If making a mob, that can wear clothing, you can use ''pixel_y'', ''pixel_x'' to shift clothing on, when coding the mob.


'''/obj/machinery'''<br>
=== Turfs ===
icon = 'stationobjs.dmi'<br>
definition in: [http://code.google.com/p/tgstation13/source/browse/trunk/code/defines/obj/machinery.dm code/defines/obj/machinery.dm]


'''/obj/item/weapon/storage'''<br>
*Floors are in icons/turf/floors.dmi - Check the file for examples.
icon = 'storage.dmi'<br>
*Walls are in icons/turf/walls.dmi - Check the file for examples.
definition in: [http://code.google.com/p/tgstation13/source/browse/trunk/code/defines/obj.dm code/defines/obj.dm]
*Shuttle walls and floors are in icons/turf/shuttle.dmi - Check the file for examples.
*Space tiles are in icons/turf/space.dmi - Check the file for examples.
*I think these are pretty self explanatory.


'''/obj/item/weapon'''<br>
=== Objects ===
icon = 'weapons.dmi'<br>
defined in: [http://code.google.com/p/tgstation13/source/browse/trunk/code/defines/obj/weapon.dm code/defines/obj/weapon.dm]


'''/obj/item'''<br>
*Objects sprites are located in the icons/obj folder.
icon = 'items.dmi'<br>
*Items sprites are spread throughout said folder.
definition in: [http://code.google.com/p/tgstation13/source/browse/trunk/code/defines/obj.dm code/defines/obj.dm]
*Item sprites for the most part require in-hand sprites. They can be located in the icons/mob/items_lefthand.dmi and icons/mob/items_righthand.dmi section.
*Clothing sprites are located in the icons/obj/clothing folder.
*Clothing sprites on mobs can be found in the icons/mob folder.
*Clothing sprites for the most part require in-hand sprites. They can be located in the icons/mob/items_lefthand.dmi and icons/mob/items_righthand.dmi section.
*Machinery sprites are located icons/obj/machines folder. Although a good amount of them are located in the icons/obj folder.
*Door sprites are located under icons/obj/door folder.
*Normal door sprite require door_closed, door_locked, door_opening, door_deny, door_closing, door_open, door_spark, o_door_opening, o_door_closing, panel_open, welded, and elights. I suggest looking over a door dmi.
*Blast doors only require opening and closing sprites and sprites for when it is open and closed.


== Contributing sprites and finding sprite requests ==
== Contributing sprites and finding sprite requests ==


See [[Guide to contributing to the game#Icons, glyphs, sprites, animations... images|here]] for details.
See [[Guide to contributing to the game#Icons, glyphs, sprites, animations... images|here]] for details.
== Guides For Making Sprites ==
https://tgstation13.org/phpBB/viewtopic.php?f=11&t=687


[[Category:Guides]] [[Category:Game Resources]]
[[Category:Guides]] [[Category:Game Resources]]
{{Contribution guides}}
{{Contribution guides}}
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