The Dink Network

Can't select a sprite because the graphics don't exist

February 3rd 2011, 05:09 AM
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JugglingDink
Peasant He/Him United Kingdom
Streetfish 
Yeah, so while I was making my D-Mod I decided my crystal graphics looked horrible, so I redid them in Blender. Now, I'd forgotten that I already used the crystal graphics in two locations (so there is one crystal in one place, and one crystal in the other place) so I went into my D-Mods graphics folder and deleted the graphics and replaced them with new ones. But now, the areas where I'd placed the old graphics now don't have the crystal graphics (i.e. There's nothing there).

I would ignore this, except their hardboxes and scripts are still there and WinDinkEdit wont let me select them because, as far as it's concerned, they don't exist. So I was just wondering if there's some way to perhaps cycle through all the sprites in a screen, so I can delete them. Otherwise I guess I'll just have to delete the screens and remake them, which I'm kinda reluctant to do as they're both pretty busy screens.

Oh, and yes, I know I'm an idiot
February 3rd 2011, 05:23 AM
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schnapper
Peasant He/Him Heard Island And Mcdonald Islands
Let us save our effort and just lie down and die. 
What you might find is that your' new sprites aren't 8-bit BMPs... that is a frequent cause of new BMPs not appearing in Dink.
February 3rd 2011, 05:24 AM
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yeoldetoast
Peasant They/Them Australia
Oh, NOW YOU'VE DONE IT! 
Nope. You're going to have to do the latter.
February 3rd 2011, 05:46 AM
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Kyle
Peasant He/Him Belgium
 
No, there is another option.

Use Paul Pliska's Sprite Replacer. If you remember the script name you can do a search for the sprites with that name and replace the sequence/frame to an existing one. Problem solved
February 3rd 2011, 05:47 AM
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JugglingDink
Peasant He/Him United Kingdom
Streetfish 
The new ones are 8-bit, but it hasn't put them in place of the old ones, which is kinda annoying. I guess I probably will have to remake the screens then...

EDIT: Cool, thanks Kyle! I'll do that instead
February 3rd 2011, 05:49 AM
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Yes, use Sprite Replacer. Search for the sequence and delete them with that

And yeah, 32-bit graphics won't show up in WDE (you just get a blank blue box where they should be in the list). That's probably the problem if you've been editing them.

Edit: Bah, Kyle beat me
February 3rd 2011, 06:18 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Of course he beat you. He's Kyle. Superior of all the multiverse. Well, almost at least.
February 3rd 2011, 07:05 AM
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Marpro
Peasant He/Him bloop
 
Also, I'm pretty sure that WinDinkEdit Plus supports 24-bit, as well as the crappy 8-bit.
February 3rd 2011, 07:09 AM
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Sprite Replacer is superb. You can also cycle through the sprites with [ and ] in Dinkedit.

Sprite replacer: 1
Dinkedit: 1
Losedinkedit: 0!
February 3rd 2011, 08:26 AM
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JugglingDink
Peasant He/Him United Kingdom
Streetfish 
Um, can someone explain to me how to use it? When I click on the link for the help.html in the help menu the ReadMe.txt mentions, it brings up some menu for packaging stuff... I tried doing File>Open Map.DAT, then typed powgem into the script thing in the find/replace window, then ticked the delete box on the modify window. It says it found and deleted two sprites, but then if I open WinDinkEdit, or close and open Sprite Replacer then the sprites are still there. Is there a step I'm missing?

EDIT: Nevermind, worked it out, I was forgetting to do File>Save afterwards
February 3rd 2011, 08:46 AM
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Kyle
Peasant He/Him Belgium
 
Yeah, it's a common mistake, even for me and I use it a lot

Glad you got it worked out