adding graphics to the dinkedit cache
First of all, save them as name1-01.bmp, name1-02.bmp....and so on. The -01 part is very important. Then, you have to add a line in dink.ini:
load_sequence_now graphics\NAME1- 850 NOTANIM
You can replace 850 by a free graphic slot(850 is the first one free).
load_sequence_now graphics\NAME1- 850 NOTANIM
You can replace 850 by a free graphic slot(850 is the first one free).
November 14th 2005, 05:15 PM
RANKN67
aaaaaaaaaarrrrrrrrrrrrrggggggggggggggghhhhhhhhh
it doesnt work, ive made like 4 different posts about this topic and it still doesnt work.. is any one out there than can give me a hardcore walkthrough of it cus i have to be missing sumtin
it doesnt work, ive made like 4 different posts about this topic and it still doesnt work.. is any one out there than can give me a hardcore walkthrough of it cus i have to be missing sumtin
- Name the bitmap name-01.bmp, name-02.bmp, etc..
- Place them in the Graphics directory, or in a subfolder in that directory
- Add a line to Dink.ini of your D-Mod:
load_sequence_now graphics\name- 850 NOTANIM
They're now in the game/editor (in sequence 850).
- Place them in the Graphics directory, or in a subfolder in that directory
- Add a line to Dink.ini of your D-Mod:
load_sequence_now graphics\name- 850 NOTANIM
They're now in the game/editor (in sequence 850).
"ive made like 4 different posts about this topic and it still doesnt work.."
That's ridiculous. It's not about how much you post here to get it work, but about the way you try to implement your graphics. Go look really carefully at your lines of code...
AND: A tutorial on making graphics work in Dink.
That's ridiculous. It's not about how much you post here to get it work, but about the way you try to implement your graphics. Go look really carefully at your lines of code...
AND: A tutorial on making graphics work in Dink.
November 15th 2005, 06:34 AM
RANKN67
it doesnt work, im telling u, my problem must have nunthin to do with wat i put in my lines cus i did exactly wat u said, this is makin me real mad. not at u people helpin me but at myself. aaaaaargggggh
November 15th 2005, 06:45 AM
RANKN67
by the way, im using windows paint for my images and i cant save the pallete.
Of course, in the line:
load_sequence_now graphics\name-
[graphics\name-] is the path of the graphics, so in this case, in the directory Graphics with no subdirectories. So yes, if you place them in subfolders and use the line mentioned here, then it won't work. The line here as assumes the bitmaps have the names name-01.bmp, name-02.bmp etc. If yours have different names, like bla-01.bmp, bla-02.bmp, then you should use that instead of name in the Dink.ini line. The -01, -02 part is required to make it work and you can't skip numbers either.
load_sequence_now graphics\name-
[graphics\name-] is the path of the graphics, so in this case, in the directory Graphics with no subdirectories. So yes, if you place them in subfolders and use the line mentioned here, then it won't work. The line here as assumes the bitmaps have the names name-01.bmp, name-02.bmp etc. If yours have different names, like bla-01.bmp, bla-02.bmp, then you should use that instead of name in the Dink.ini line. The -01, -02 part is required to make it work and you can't skip numbers either.
November 15th 2005, 07:15 AM
RANKN67
nope nothing im realy gettin mad!! at myself once again, stupid stupid stupid. where should the dink.ini be located, does impoting graphics work in WDE that could be a prob for me i dunno
How did you call your graphics? And did you save them as bmp?
The question "Where should the Dink.ini be located" gives me the idea that you haven't read the basic tutorial about how to start a D-Mod or where all the parts of a D-Mod are saved (like the graphics, the script, the mapfile, etc), because you should know where you can find them for any D-Mod. You can't just create a Dink.ini and place it somewhere of course.
The Dink.ini file can be found in the directory of a D-Mod, without any subdirectories, so directly: [directory_name]/Dink.ini. For example, the Dink.ini file of the main game can be found in C:\Program Files\Dink Smallwood\dink\Dink.ini when you've installed the game in the default directory (the C:\Program Files\Dink Smallwood part). Likewise, for a D-Mod, it can be found in the directory of that D-Mod. And in there, you should edit that Dink.ini file if you want to have new graphics in your D-Mod. If you want to have new graphics in your D-Mod, you should edit the Dink.ini file of that D-Mod and not the Dink.ini file of the main game (dink) as you won't be distributing that file but only the files of your own D-Mod directory.
The Dink.ini file can be found in the directory of a D-Mod, without any subdirectories, so directly: [directory_name]/Dink.ini. For example, the Dink.ini file of the main game can be found in C:\Program Files\Dink Smallwood\dink\Dink.ini when you've installed the game in the default directory (the C:\Program Files\Dink Smallwood part). Likewise, for a D-Mod, it can be found in the directory of that D-Mod. And in there, you should edit that Dink.ini file if you want to have new graphics in your D-Mod. If you want to have new graphics in your D-Mod, you should edit the Dink.ini file of that D-Mod and not the Dink.ini file of the main game (dink) as you won't be distributing that file but only the files of your own D-Mod directory.