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How do you insert sprites into the library you see when you press E? (Closed)

WinDinkedit

March 27th 2004, 01:10 PM
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See subject.
March 27th 2004, 01:23 PM
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magicman
Peasant Netherlands steam duck
Mmmm, pizza. 
Not

I never use the library-function of WDE. It's used to save sprites properties, so you don't have to fill in the whole properties-box when placing sprites that are exactly the same as others. Copying is easier.

To save a sprite, right-click on it and click 'store sprite'.

With 'not' I meant it's impossible to do from the sprite-select screen when you've pressed E.
March 27th 2004, 02:28 PM
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Then how do you put other sprites in?
March 27th 2004, 03:15 PM
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magicman
Peasant Netherlands steam duck
Mmmm, pizza. 
When you've placed a sprite on the map, and set it's properties, you must right-click on the sprite you want to add and then click store sprite. Type a reference name and click "OK". Now the sprite is added to the library. To place it on the map from the library, click on the words "sprite library", double-click the name of the sprite you want to place and place it somewhere on the map.
March 27th 2004, 03:40 PM
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WC
Peasant Male United States
Destroying noobs since 1999. 
Umm, he is saying when he is pressing 'E' I think he means how to add new sprite and sequences into the mod it's self. Correct?
March 28th 2004, 03:29 AM
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magicman
Peasant Netherlands steam duck
Mmmm, pizza. 
Ow... yes, now I see. I kinda interpreted the title differently. There are good tutorials for this on this site. Check under 'downloads' 'development' 'tutorials'.
April 5th 2004, 03:03 PM
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I'm still looking for an answer.
April 5th 2004, 05:16 PM
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Ric
Peasant Canada
 
Its done in the "dink.ini" file within each dmod.
eg:
load_sequence graphics\people\knight\red\c5-w1- 271 100 67 86 -21 -12 21 12
The load_sequence command looks in the specified location for the image(s). Here it is in the folder "graphics\people\red. The file(s)name is c5-w1-. It will find all images in that sequence, c5-w1-01, c5-w1-02, c5-w1-03 ect... max 50 frames per sequence. Note: the engine will first look in the dmods graphics folder, and if not found, it gets them from the original Dink.(tip:you can replace original graphics with your own by giving them same names, and putting in identical folders as original, but in your dmods graphics folder)
Oh ya, after the file names you can see a bunch of numbers. First(271) is the sequence #. Second (100) is a delay between frames, so they don't just blur together. The next 6 set the depth dot and hardbox, don't mess with these, the editor works those for you.
Back to that seq.#.(271).If the sprite gets a base walk, the engine will automaticaly use 271 to move down and left( see direction #1 on number pad), looking in dink.ini, you'll see 273,277, and 279 loaded. They are used for the other directions,(3,7,&9). (yes, this gets complicated, hence the other guys pointing to tutorials) That Dinkc reference would help too.
*edit*thanks SimonK
April 5th 2004, 08:38 PM
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SimonK
Peasant Male Australia
 
The new revised DinkC Help version has a section on the dink.ini commands, but your descriptions pretty darn good Ric
April 6th 2004, 02:08 PM
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Thank you. I now officialy kill this thread.
April 6th 2004, 03:12 PM
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Drake
Peasant Male
 
Mwuhaahhaha, YOU CANNOT KILL THIS THREAD!!
April 7th 2004, 01:12 AM
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OK, this thread is OPEN!!
FOREVER!!
BWUHAHAHAHAHAHA!