I've been poking around the tilesets (and rulesets), and considering making my own graphics.
However, I haven't been able to figure out if you can change out the buildings art the same way you can swap out the unit art. Can someone point me to where in the tileset spec needs adjusting to do this?
Or do you have to define the building art as part of the ruleset?
Update Building Art?
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Re: Update Building Art?
Here's how I do it it my custom dino2 ruleset (viewtopic.php?t=91837), using my added grocery store building graphic as example. My dino2.tilespec has a line in the "files =..." section -
The tag "b.grocery_store" is used in my "buildings.ruleset" file -
The file "dino2/buildings-large.spec" has a line in the "sprites =" section -"dino2/buildings-large.spec",
The file "dino2/grocery_store.png" is the graphic image (GPL v2 license)."b.grocery_store", "dino2/grocery_store"
The tag "b.grocery_store" is used in my "buildings.ruleset" file -
[building_50]
name=_("Grocery Store")
genus="Improvement"
graphic="b.grocery_store"
Re: Update Building Art?
Its easier to simply alter existing buildings by slicing, stitching and colouring things. You also keep the style. Here is an example of a mercantile exchange I made for longturn a while ago. I simply put one story on top of the other building, made smaller improvements and gave it a paint job. Et voila you got a new building within the Freeciv style. You can add anything but I like to keep the style. I also added other examples of buildings I made.MinchinWeb wrote: ↑Thu Jun 05, 2025 3:03 am I've been poking around the tilesets (and rulesets), and considering making my own graphics.
However, I haven't been able to figure out if you can change out the buildings art the same way you can swap out the unit art. Can someone point me to where in the tileset spec needs adjusting to do this?
Or do you have to define the building art as part of the ruleset?
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