Reply to Re: New Dev File: Animated Heavy Portcullis
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You know how to extract it, yes?
Place the .BMP images into your' dmod folder sub-directory "GRAPHICS" and the .wav file into sub-directory "SOUND". Now return to the parent folder (which contains all your' DMOD data) and open "DINK.INI" with Notepad and enter the following:
Open the "STORY" sub-directory and open START.C in Notepad. Under the line
Now I'm assuming you use WinDinkEdit here.
Place the new graphics where you want them in your' game. The walls are just the same as the default ones, except you have to play around with their' hardness and depth-que a bit. To make the gate animate, right-click on it, select "Properties" and set "Touch Sequence" to 454 and "Sound" to 50. Now in regards to make Dink move through the gate, you should check out the legendary SimonK's Warping tutorial.
Place the .BMP images into your' dmod folder sub-directory "GRAPHICS" and the .wav file into sub-directory "SOUND". Now return to the parent folder (which contains all your' DMOD data) and open "DINK.INI" with Notepad and enter the following:
load_sequence_now graphics\GATE- 454 80 67 146 -16 -13 63 23 load_sequence_now graphics\WALL- 455. Save and close. You should now be able to access the images like the default Dink ones.
Open the "STORY" sub-directory and open START.C in Notepad. Under the line
load_sound("BIRD1.WAV", 49);add this:
load_sound("CULA.WAV", 50);.
Now I'm assuming you use WinDinkEdit here.
Place the new graphics where you want them in your' game. The walls are just the same as the default ones, except you have to play around with their' hardness and depth-que a bit. To make the gate animate, right-click on it, select "Properties" and set "Touch Sequence" to 454 and "Sound" to 50. Now in regards to make Dink move through the gate, you should check out the legendary SimonK's Warping tutorial.