The art in Dungeon Demon is loaded in at run time from the graphics directory inside the directory that Dungeon Demon is started from. Graphics packs are stored in files with the extension .exs. Additional graphics can be dropped into the graphics directory (or directories beneath this, organized however you wish) in either .PNG or .TGA format. All graphics are 32-bit. Alpha channel provides transparency as desired and any textures that are not meant to be tiled will have extraneous transparency (pixels with alpha channel set to 0) removed. To designate a texture as a tile that should not have transparency trimmed the file should be prefaced with an _, ie. _granite_walls.tga.
When maps are saved the textures are saved based on graphic file name. This means that no matter how many directories of
graphics you have it is important that you don't have texture files with the same name - if you do Dungeon Demon will prompt
you at startup to rename one of the files. This also means that while maps can be shared you can't load somebody elses maps
if they have purchased art packs that you haven't, although the designer of a map can always save a bitmap with all of their
maps and legend text included for sharing with anybody, even people who don't own Dungeon Demon.
Since the release of Dungeon Demon 1.1 a new naming convention has been introduced for art packs to prevent name collisions.
All graphics within an art pack will now receive a preface based upon the art packs name, for example graphics from the
forthcoming Aztec pack will be prefaced with AP_ and any translucent tiles in that set will be prefaced with _AP_.




