The official D-Mod authors FAQ vs WinDinkedit
March 2nd 2004, 08:05 AM

radioegg


I am trying to find answers to my questions in the official D-Mod authors FAQ by Mike Snyder. I have not actually tried it in practice yet, before I do I would like to know how these things relate to WinDinkedit, as the FAQ is written for Dinkedit.
I remember trying Dinkedit some time ago, but I found that WinDinkedit suited me a lot better. From my very limited experience they seem to work the same way. Are there differences? Can things that are described in the FAQ be done the same way in WinDinkedit? If not, which differences should i
I remember trying Dinkedit some time ago, but I found that WinDinkedit suited me a lot better. From my very limited experience they seem to work the same way. Are there differences? Can things that are described in the FAQ be done the same way in WinDinkedit? If not, which differences should i
March 2nd 2004, 08:07 AM

radioegg


Ooops! Hit send to early... The last line in the previous post should be:
Wich differences should I be especially aware of?
Wich differences should I be especially aware of?
Mainly the use of other keys.
Tab (DinkEdit) = Sprite Edit Mode, in WinDinkEdit it is R
[ and ] (DinkEdit) = Scroll through pages in Sprite Select Mode, in WDE they are PgUp and PgDown
Instead of SHIFT/ALT/whatever + number for tilesets, you just press the number for a few tilesets at once. (Again, don't forget the ` tilde)
Hardbox/Depth-dot Editing cannot be done in WDE
Right-clicking on a sprite in sprite-edit mode gives you its properties, instead of those Ctrl-Alt-Shift-Number-combo's. Right-clicking on a screen in screen-select mode, or on an empty place in sprite-select mode gives you screen properties, (Play music/Inside/Base Script), instead of M/[forgotten
]/B
You can press D for Sprite-Hard-Default and L for Import screen.
And there were some other things... I need to download v0.95... now I use is 0.7
Most of the things I mentioned are in the readme file, though. I think you already knew them.
Tab (DinkEdit) = Sprite Edit Mode, in WinDinkEdit it is R
[ and ] (DinkEdit) = Scroll through pages in Sprite Select Mode, in WDE they are PgUp and PgDown
Instead of SHIFT/ALT/whatever + number for tilesets, you just press the number for a few tilesets at once. (Again, don't forget the ` tilde)
Hardbox/Depth-dot Editing cannot be done in WDE
Right-clicking on a sprite in sprite-edit mode gives you its properties, instead of those Ctrl-Alt-Shift-Number-combo's. Right-clicking on a screen in screen-select mode, or on an empty place in sprite-select mode gives you screen properties, (Play music/Inside/Base Script), instead of M/[forgotten

You can press D for Sprite-Hard-Default and L for Import screen.
And there were some other things... I need to download v0.95... now I use is 0.7
Most of the things I mentioned are in the readme file, though. I think you already knew them.
I thought there was a hardness, depth dot editor in WDE... hmmm, but I use DE for that so my memory isn't that reliable.
I remember someone wrote a little hardness and depth dot editor thing which was more mouse based that was pretty nifty. If that found it's way into WDE that would be good (or even found it's way into Easy Dink C ver 2 say
)
Other thing with WDE is work in 16 bit colour mode for speed - 32 bit and things can get a bit slow on larger DMODS
WDE is the true champ when it comes to copying and pasting hardness tiles - which I end up doing a lot of with creating new worlds.
WDE also lets you access and write the sprite scripts which DE doesn't.
WDE takes a better screen shot of the map. (Especially if you have faked transparent sprites such as clouds, rain, snow storms.
But DE is great a positioning sprites off screen.
WDE lets you nuke/remove a map screen, DE doesn't
Ummm... that's about all I can think of right now. I use both programs - WDE mainly for tile and hardness mapping, DE for sprites.
Good luck.
I remember someone wrote a little hardness and depth dot editor thing which was more mouse based that was pretty nifty. If that found it's way into WDE that would be good (or even found it's way into Easy Dink C ver 2 say

Other thing with WDE is work in 16 bit colour mode for speed - 32 bit and things can get a bit slow on larger DMODS
WDE is the true champ when it comes to copying and pasting hardness tiles - which I end up doing a lot of with creating new worlds.
WDE also lets you access and write the sprite scripts which DE doesn't.
WDE takes a better screen shot of the map. (Especially if you have faked transparent sprites such as clouds, rain, snow storms.
But DE is great a positioning sprites off screen.
WDE lets you nuke/remove a map screen, DE doesn't
Ummm... that's about all I can think of right now. I use both programs - WDE mainly for tile and hardness mapping, DE for sprites.
Good luck.
March 2nd 2004, 10:19 PM

radioegg


Thanks Simon! Yes, using your mouse to draw hardness would be great in WDE. But tell me, why do you spend so much time at this board? Shouldn't you be at your desk finishing Necromancer??

March 3rd 2004, 10:27 PM

radioegg


Really? You mean dead dead? Completely lifeless with no chance of beeing summoned to life? Oh no! C'mon, give us just a little ray of hope...