Tile Modding
Tile modding toolkit
This file contains the raw tiles imported into the game, which will help you figure out the right name and folder for each tile you would like to replace. You may only use these files to create modifications for Caves of Qud.
https://www.dropbox.com/s/0q1qtujn4i3r4zm/CavesofQudTileModdingToolkid.zip?dl=1
Tile modification example
In order to add a new tile to Mehmet, first create a .png file in a Textures subdirectory of your mod. Additional subdirectories can be included.
%appdata%\Caves of Qud\Mods\[your mod name]\Textures\creatures\new_mehmet.png
Then update the ObjectBlueprints to replace Mehmet's tile with the path to your new tile. (as described in Object Modding)
<?xml version="1.0" encoding="utf-8"?> <objects> <object Name="Mehmet" Load="Merge"> <part Name="Render" Tile="creatures/new_mehmet.png"></part> </object> </objects>
Supported File Types
Only .png files are supported.
Tile Format
The default tiles and shaders used in Caves of Qud use 3-color tiles. Black, non-transparent pixels are painted with the foreground color, white non-transparent pixels are painted with the detail color and transparent pixels are painted with the background color.
Example "3 color" Gunslinger Tile | Example Gunslinger Dynamically Colored In-Game |
If you'd like your mod to supply true color tiles instead of the default 3-color tiles (white, black, transparent), then include a modconfig.json in your mod's root with the Following contents.
Truecolor tiles will be shaded as their natural color, with the background color blended in at 1-alpha.
{ "shadermode":"1" }
Tile Size
Include a display.txt in your mod's base directory with the following entries to override the game tile height and width
{ "tiles":{ "width":"24", "height":"24" } }