Generate dwarf portraits from Dwarf Fortress sprite sheets
Project description
df-portrait-compositor
Generate dwarf portrait images from Dwarf Fortress (Steam/Premium) sprite sheets by parsing the game's graphics definition files, evaluating layer conditions against appearance data, and compositing the matching tiles with palette recoloring.
Features
- Parses DF's
graphics_creatures_portrait_dwarf.txtinto structured layer rules - All three age groups: BABY (age < 1), CHILD (age 1-11), and PORTRAIT (adult 12+) layer sets
- Evaluates 10+ condition types: caste, tissue color/length/shaping/curliness, body part modifiers (head broadness, nose shape/broadness, eye shape), equipment, syndromes (vampire, zombie, necromancer, ghost), material flags/types, item quality, and randomized part selection
- BP_MISSING condition support for injury-based layer filtering
- Implements DF's "first match wins" layer group logic for mutually exclusive alternatives
- Composites selected tiles onto an RGBA canvas with proper alpha blending
- Palette recoloring for skin and hair colors using DF's palette PNGs
- HSV clothing tinting: clothing layers use HSV color space to apply the item's material/dye color with naturally muted saturation, matching DF's subdued portrait aesthetic
- Creature portraits: load portrait sprites for 500+ creatures across 6 sprite sheets (domestic, surface, aquatic, animal people, and more)
- Appearance-hash-based caching so portraits only regenerate when the dwarf's look changes
- Deterministic random seed (from unit ID) for consistent clothing/feature variation
Installation
pip install df-portrait-compositor
Or install from source:
git clone https://github.com/Been012/df-portrait-compositor.git
cd df-portrait-compositor
pip install -e .
Requirements
- Python 3.11+
- Pillow
- A Dwarf Fortress Premium (Steam) installation (for the sprite sheet PNGs and graphics definition file)
Quick Start
CLI
The fastest way to see it in action:
# Generate a random demo portrait
df-portrait demo
# Generate 10 random portraits in a directory
df-portrait demo -n 10 -o my_portraits/
# Generate with a specific seed for reproducibility
df-portrait demo --seed 42
# Generate from JSON appearance data
df-portrait generate '{"sex":"female","skin_color":"PEACH","hair_color":"BROWN","hair_length":200,"hair_shaping":"BRAIDED"}'
# Generate from a df-storyteller snapshot file
df-portrait from-snapshot path/to/snapshot.json -o portraits/
# Generate for a specific dwarf from a snapshot
df-portrait from-snapshot path/to/snapshot.json --unit-id 7116
# Specify DF install path (auto-detected on common Steam paths)
df-portrait --df-path "C:\path\to\Dwarf Fortress" demo
Python API
from df_portrait_compositor import compose_portrait, DwarfAppearanceData
# Point to your DF install directory
df_install = r"C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress"
# Build appearance data (all fields have sensible defaults)
appearance = DwarfAppearanceData(
sex="female",
skin_color="PEACH",
hair_color="BROWN",
hair_length=150,
hair_shaping="BRAIDED",
beard_length=0,
head_broadness=120,
eye_round_vs_narrow=80,
nose_upturned=130,
nose_broadness=90,
random_seed=42,
)
# Compose and save
img = compose_portrait(df_install, appearance, scale=2)
img.save("portrait.png")
Child and Baby Portraits
The compositor automatically selects the correct sprite set based on age:
# Baby portrait (age < 1)
baby = DwarfAppearanceData(age=0.5, skin_color="PEACH", random_seed=1)
img = compose_portrait(df_install, baby)
# Child portrait (age 1-11)
child = DwarfAppearanceData(age=7, sex="female", skin_color="PEACH", hair_color="BROWN", random_seed=2)
img = compose_portrait(df_install, child)
Creature Portraits
Load portrait sprites for any of DF's 500+ creatures:
from df_portrait_compositor import get_creature_portrait, list_available_creatures
# Get a specific creature's portrait
img = get_creature_portrait(df_install, "DOG", scale=2)
if img:
img.save("dog_portrait.png")
# Caste-specific portraits (e.g. male/female peacock)
img = get_creature_portrait(df_install, "BIRD_PEAFOWL_BLUE", caste="MALE")
# List all available creature IDs
creatures = list_available_creatures(df_install)
print(f"{len(creatures)} creatures with portraits")
Clothing with Material Colors
Equipment items with material colors are tinted using HSV color space:
appearance = DwarfAppearanceData(
sex="male",
skin_color="PEACH",
hair_color="BROWN",
equipment=[
{
"slot": "BODY_UPPER",
"item_type": "ARMOR",
"item_subtype": "ITEM_ARMOR_SHIRT",
"material_flags": ["IS_METAL"],
"material_color": [180, 180, 200], # Steel-gray RGB
"quality": 3,
},
],
random_seed=42,
)
img = compose_portrait(df_install, appearance, scale=2)
Using generate_portrait for Caching
If you are generating portraits for many dwarves, generate_portrait handles caching automatically. It takes a raw appearance dict and a cache directory, and only regenerates when appearance data changes:
from pathlib import Path
from df_portrait_compositor import generate_portrait
appearance_dict = {
"sex": "male",
"skin_color": "PEACH",
"hair_color": "BLACK",
"beard_color": "BLACK",
"hair_length": 200,
"beard_length": 300,
"beard_shaping": "DOUBLE_BRAIDS",
"head_broadness": 140,
"nose_length": 160,
"eyebrow_density": 130,
"random_seed": 1001,
}
portrait_path = generate_portrait(
df_install=r"C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress",
unit_id=1001,
appearance=appearance_dict,
cache_dir=Path("./portrait_cache"),
)
# Returns Path to the PNG, or None on failure
Getting Appearance Data from DFHack
The appearance fields map to data extracted from DF's internal structures via DFHack. You need a Lua script running inside DFHack to read each dwarf's:
- Sex:
unit.sex(0 = female, 1 = male) - Skin/hair/beard colors: Resolved from
unit.appearance.colorsviacaste.color_modifiersanddescriptor_colorlookups - Hair/beard length: From
unit.appearance.tissue_lengthindexed throughcaste.bp_appearance.style_part_idx - Hair/beard shaping: From
unit.appearance.tissue_style(0=NEATLY_COMBED, 1=BRAIDED, 2=DOUBLE_BRAIDS, 3=PONY_TAIL, 4=CLEAN_SHAVEN) - Body part modifiers (head broadness, nose shape, eye shape): From
unit.appearance.bp_modifiersindexed throughcaste.bp_appearance.modifier_idx/part_idx - Equipment: From
unit.inventoryitems with material color viadfhack.matinfo.decode(item)
The dfhack_scripts/ directory contains debug scripts that demonstrate how to read these values:
| Script | Purpose |
|---|---|
storyteller-debug-colors.lua |
Dump color modifier values for all citizens |
storyteller-debug-hair.lua |
Identify tissue types and lengths for each styled tissue |
storyteller-debug-bpmod.lua |
Show body part appearance modifiers (density, broadness, etc.) |
Tissue Length Index Layout
The indices into unit.appearance.tissue_length and unit.appearance.tissue_style vary by sex. The mapping is determined by caste.bp_appearance.style_part_idx and style_layer_idx, but for the default dwarf creature definition:
Male (12 tissue entries):
| Index | Tissue |
|---|---|
| 0, 1 | SIDEBURNS |
| 2 | CHIN_WHISKERS (beard) |
| 3 | MOUSTACHE |
| 4, 5 | EYEBROW |
| 6, 7 | HAIR (scalp) |
| 8, 9 | CHEEK_WHISKERS (on CHEEK body parts) |
| 10, 11 | N/A |
Female (6 tissue entries):
| Index | Tissue |
|---|---|
| 0, 1 | EYEBROW |
| 2, 3 | HAIR (scalp) |
| 4, 5 | N/A |
HEAD body part layer indices (for bp_appearance.layer_idx):
| Layer | Tissue |
|---|---|
| 0, 1 | SIDEBURNS |
| 2 | CHIN_WHISKERS |
| 3 | MOUSTACHE |
| 4, 5 | EYEBROW |
| 6, 7 | HAIR |
| 8 | SKIN |
API Reference
Core Functions
compose_portrait(df_install, appearance, scale=2)
Compose a portrait from sprite sheet layers. Automatically selects BABY, CHILD, or PORTRAIT layer set based on appearance.age.
- df_install (
str): Path to the Dwarf Fortress installation directory. - appearance (
DwarfAppearanceData): Dwarf appearance data for condition matching. - scale (
int): Upscale factor. 1 = 96px native, 2 = 192px (default). - Returns:
PIL.Image.Image(RGBA).
generate_portrait(df_install, unit_id, appearance, cache_dir=None)
Generate and cache a portrait PNG for a dwarf.
- df_install (
str): Path to the DF installation directory. - unit_id (
int): Dwarf unit ID (used for filename and random seed). - appearance (
dict): Raw appearance dict (keys matchDwarfAppearanceDatafields). - cache_dir (
Path | None): Directory to store cached PNGs. Required for output. - Returns:
Pathto the generated PNG, orNoneon failure.
get_creature_portrait(df_install, creature_id, caste="", scale=2)
Get a creature's portrait sprite from DF's creature portrait sprite sheets.
- df_install (
str): Path to the DF installation directory. - creature_id (
str): DF creature ID (e.g. "DOG", "CAT", "DRAGON"). - caste (
str): Optional caste for dimorphic species (e.g. "MALE", "FEMALE"). - scale (
int): Upscale factor. 1 = 96px, 2 = 192px (default). - Returns:
PIL.Image.Image(RGBA), orNoneif no portrait found.
list_available_creatures(df_install)
List all creature IDs that have portrait sprites available.
- df_install (
str): Path to the DF installation directory. - Returns:
list[str]of sorted creature ID strings.
Data Classes
DwarfAppearanceData
Dataclass holding all appearance attributes used for condition evaluation. All fields have defaults, so partial data still produces a portrait (with fewer layers).
Key fields: sex, skin_color, hair_color, beard_color, hair_length, hair_shaping, hair_curly, beard_length, beard_shaping, head_broadness, eye_round_vs_narrow, eye_deep_set, eyebrow_density, nose_upturned, nose_length, nose_broadness, is_vampire, is_zombie, is_necromancer, is_ghost, equipment, random_seed, age.
SelectedLayer
Dataclass representing a layer selected for rendering: tile_page, tile_x, tile_y, palette_name, palette_index, use_item_palette, item_color.
LayerRule
Dataclass representing a parsed layer rule from the graphics definition file, including all condition types.
Parser and Evaluator
parse_portrait_graphics(filepath)
Parse a DF portrait graphics definition file into a list of LayerRule objects. Parses all three age layer sets (BABY, CHILD, PORTRAIT).
evaluate_layers(rules, appearance)
Evaluate layer rules against appearance data and return matching SelectedLayer objects in render order.
Constants
TILE_SIZE
The native tile size in pixels (96).
License
MIT
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