# Tileset confusion

**URL:** <https://discourse.cataclysmdda.org/t/tileset-confusion/5326>\
**Category:** The Toolbox\
**Created:** [March 7, 2014, 10:08pm UTC](https://discourse.cataclysmdda.org/t/tileset-confusion/5326 "2014-03-07T22:08:41Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Robik](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/robik/32/1349_2.png) [@Robik](https://discourse.cataclysmdda.org/u/Robik)\
**Post date:** [March 7, 2014, 10:08pm UTC](https://discourse.cataclysmdda.org/t/tileset-confusion/5326/1 "2014-03-07T22:08:41Z")

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I am working on tileset editor, and I thought that parsing files in data\json (and mod directories) for objects containing type, id and symbol in hopes these would be all that needs some tiles to be assigned.

While importing existing tileset (RetroDays), I have found that there are tiles defined for objects not existing in jsons, and nope, not few special cases listed in wiki aka special names.

Special names

There are several special names for things that aren’t defined in any JSON. They shall be enumerated here.  
cursor: The sprite for the cursor  
explosion: The sprite of an explosion  
footstep: The sprite of a noise indicator  
animation\_line: The sprite for a line  
animation\_hit: The sprite for a hit animation  
highlight\_item: The highlight, e.g. for containers with items in them

I have over a hundred of tiles mapped to objects that are defined god knows where… to name a few: fd\_smoke, fd\_gibs\_flesh, player\_male, vp\_box, vp\_seat, plenty of other vp\_ stuff

Now, I guess some are obsolete… but is anywhere updated list of special non-json objects that should have tile attached?

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**Author:** ![BevapDin](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/bevapdin/32/228_2.png) [@BevapDin](https://discourse.cataclysmdda.org/u/BevapDin)\
**Post date:** [March 7, 2014, 11:07pm UTC](https://discourse.cataclysmdda.org/t/tileset-confusion/5326/2 "2014-03-07T23:07:44Z")

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The vehicle parts use the vp\_ prefix. So if the json contains a vehicle part “cargo\_space” the game looks for “vp\_cargo\_space” to display it.

fd\_\* are fields (fire, smoke, blood, …). The fields are defined in “src/fields.cpp” right at the top. There are the names that are shown for them. Look at src/field.h at the top is the list of the ids that the tileset should use.

player\_male / player\_female - the tile for the player ‘@’ - there is also npc\_male and npc\_female

“lighting\_hidden”, “lighting\_lowlight\_light”, “lighting\_lowlight\_dark”, “lighting\_boomered\_light”, “lighting\_boomered\_dark” - those tiles represent squares that are not visible for various reasons.

Look into src/cata\_tiles.cpp - that’s where the tiles come to life.

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**Author:** ![Robik](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/robik/32/1349_2.png) [@Robik](https://discourse.cataclysmdda.org/u/Robik)\
**Post date:** [March 8, 2014, 5:50am UTC](https://discourse.cataclysmdda.org/t/tileset-confusion/5326/3 "2014-03-08T05:50:40Z")

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Thank you very much. I will check it out.

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**Author:** ![CIB](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/cib/32/903_2.png) [@CIB](https://discourse.cataclysmdda.org/u/CIB)\
**Post date:** [March 11, 2014, 11:05am UTC](https://discourse.cataclysmdda.org/t/tileset-confusion/5326/4 "2014-03-11T11:05:42Z")

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[quote=“BevapDin, post:2, topic:5326”]The vehicle parts use the vp\_ prefix. So if the json contains a vehicle part “cargo\_space” the game looks for “vp\_cargo\_space” to display it.

fd\_\* are fields (fire, smoke, blood, …). The fields are defined in “src/fields.cpp” right at the top. There are the names that are shown for them. Look at src/field.h at the top is the list of the ids that the tileset should use.

player\_male / player\_female - the tile for the player ‘@’ - there is also npc\_male and npc\_female

“lighting\_hidden”, “lighting\_lowlight\_light”, “lighting\_lowlight\_dark”, “lighting\_boomered\_light”, “lighting\_boomered\_dark” - those tiles represent squares that are not visible for various reasons.

Look into src/cata\_tiles.cpp - that’s where the tiles come to life.[/quote]

Could be very helpful to have that info integrated into the wiki, I might look into that in a moment.

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**Author:** ![Robik](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/robik/32/1349_2.png) [@Robik](https://discourse.cataclysmdda.org/u/Robik)\
**Post date:** [March 12, 2014, 5:33pm UTC](https://discourse.cataclysmdda.org/t/tileset-confusion/5326/5 "2014-03-12T17:33:05Z")

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These are all specials I have found… not counting unknown\_CATEGORY and unknown\_CATEGORY\_SUBCATEGORY (by the way, my original plan was to generate these variants, until I found that category and subcategory are taken from different json fields, monster subcategory is specie, items subcategory is category (lol?)… my guess is for other things it would be different field again 😛 )

`{
	"Tiles": [
		"fd_blood",
		"fd_bile",
		"fd_gibs_flesh",
		"fd_gibs_veggy",
		"fd_web",
		"fd_slime",
		"fd_acid",
		"fd_sap",
		"fd_sludge",
		"fd_fire",
		"fd_rubble",
		"fd_smoke",
		"fd_toxic_gas",
		"fd_tear_gas",
		"fd_nuke_gas",
		"fd_gas_vent",
		"fd_fire_vent",
		"fd_flame_burst",
		"fd_electricity",
		"fd_fatigue",
		"fd_push_items",
		"fd_shock_vent",
		"fd_acid_vent",
		"fd_plasma",
		"fd_laser",
		"fd_blood_veggy",
		"fd_blood_insect",
		"fd_blood_invertebrate",
		"fd_gibs_insect",
		"fd_gibs_invertebrate",
		"lighting_hidden",
		"lighting_lowlight_light",
		"lighting_lowlight_dark",
		"lighting_boomered_light",
		"lighting_boomered_dark",
		"player_male",
		"player_female",
		"npc_male",
		"npc_female",
		"animation_hit",
		"animation_line",
		"animation_bullet_normal",
		"animation_bullet_flame",
		"animation_bullet_shrapnel",
		"weather_acid_drop",
		"weather_rain_drop",
		"weather_snowflake",
		"line_target",
		"line_trail",
		"cursor",
		"corpse",
		"highlight_item",
		"explosion",
		"footstep",
		"unknown"
	]
}`
