Graphics problem
My first Dmod will star a new main hero but his graphics show his image higher than the pixel he is actually standing on. It will be a HUGE job to change all the Bitmaps. Anyone know another way to fix this?
In the dink.ini file change the fourth # in the load_graphics for those sequences. Smaller # means the dot will be higher in the frame. Eg;
load_sequence graphics\foes\bonca\walk\f03w1- 531 75 55 67 -29 -9 24 18
Like changing the 67 to 55 or so.
If those numbers are not there at all, then the engine is likely useing the ones in the previous line. If so , try 65 and see how that works.
load_sequence graphics\foes\bonca\walk\f03w1- 531 75 55 67 -29 -9 24 18
Like changing the 67 to 55 or so.
If those numbers are not there at all, then the engine is likely useing the ones in the previous line. If so , try 65 and see how that works.
Hey, twins!
Chaotic, in windinkedit check the sprites' properites and see if the depth que is something other than 0, or -1.
Chaotic, in windinkedit check the sprites' properites and see if the depth que is something other than 0, or -1.
My avatar is similar to yours exept mine is green-brownish while yours is blue-yellow
The depth que determines where the sprite is drawn, not where it actually is
The depth que determines where the sprite is drawn, not where it actually is
You're cyan, merlin is..mm..skin. Get the colours right.
Cyan is greenish and my hat is brownish.. right? Or is that pink..
There, i changed my background so Merlin wont have to look closely at my avatar to tell if its me.
There, i changed my background so Merlin wont have to look closely at my avatar to tell if its me.
Oh, I was looking at your hands.. Well then, merlin is blue-yellow and you're reddish-pinkish-purpleish-cyan.
I wish we could submit custom avatars.
And its hard to know what you mean without seeing it. What does the sprites hardbox look like? (<space>in editor)
What size are the frames, and could you post an .ini line for them?
And its hard to know what you mean without seeing it. What does the sprites hardbox look like? (<space>in editor)
What size are the frames, and could you post an .ini line for them?
I wish we could submit custom avatars.
That would be nice wouldn't it?
That would be nice wouldn't it?
*kicks striker in shins*
I want to submit a custom avatar too.*pout*
I want to submit a custom avatar too.*pout*
Hey striker, was that post a hinthint message for Redink1?
well if it was I have to say this. I wished we have more smileys
well if it was I have to say this. I wished we have more smileys
Striker has a custom avatar.
I just wish the existing smileys weren't so god dang ugly!
I just wish the existing smileys weren't so god dang ugly!
No kidding, Bad dog striker
The depth que or hard box don't affect where the sprite is, just where its drawn
???
Do you mean the depth dot which you set in Dinkedit along with the hardbox? Or the sp_que number.
If the former, why didn't you set the depth dot thingy along with the hardbox in dinkedit? Or did you set it wrong? I did that once, and it was ANNOYING to correct. Had to move every instance of the sprite so that it was in the right spot. Grr...
Edit: I also once placed a bunch of copies of a sprite, only to realize that I forgot to set the depth dot at all, which was also annoying to fix.
Do you mean the depth dot which you set in Dinkedit along with the hardbox? Or the sp_que number.
If the former, why didn't you set the depth dot thingy along with the hardbox in dinkedit? Or did you set it wrong? I did that once, and it was ANNOYING to correct. Had to move every instance of the sprite so that it was in the right spot. Grr...
Edit: I also once placed a bunch of copies of a sprite, only to realize that I forgot to set the depth dot at all, which was also annoying to fix.
Oops.. the hardbox will not affect where the sprite is drawn, just the depth dot.
Is depth dot and depth que two different things?
Is depth dot and depth que two different things?
depth que determines which object "wins" when they occupy the same space, i.e., which is hidden behind the other.
Depth dot is basicly the 1 pixle the spite is located at, usualy between its feet (those that have feet). changing the depth dot changes where the sprite gets drawn, since the engine looks at that 1 pixle to locate the graphics frames. If depth que is -1( no change) graphics above on the Y-axis get drawn behind, those below get drawn on top.
Changing the depth que changes what gets drawn on top, just remember the engine looks at that 1 pixle first to locate the graphics frame, then layers it from there.
Changing the depth que changes what gets drawn on top, just remember the engine looks at that 1 pixle first to locate the graphics frame, then layers it from there.