Reply to Re: Easier way to create Dink mod map?
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My editor does it the right way, and when you've done it once, it's pretty easy to repeat, I think.
Anyway, without looking at your code:
Sprite placement is based on screen pixels, not world pixels. The coordinate of the sprite is where the "depth dot" (defined in dink.ini) is placed; the image is positioned around it. 20 is added to the X coordinate, because there is a 20 pixel border on the screen.
For the Z coordinate, you need the "depth que" value. This is either 0, which means it is identical to the Y coordinate, or an absolute number. Lower values are placed below higher values. Negative values are allowed, but 0 is not (because it would make it equal to the Y coordinate of the sprite). Background sprites are always behind all others, and their que value is ignored.
Anyway, without looking at your code:
Sprite placement is based on screen pixels, not world pixels. The coordinate of the sprite is where the "depth dot" (defined in dink.ini) is placed; the image is positioned around it. 20 is added to the X coordinate, because there is a 20 pixel border on the screen.
For the Z coordinate, you need the "depth que" value. This is either 0, which means it is identical to the Y coordinate, or an absolute number. Lower values are placed below higher values. Negative values are allowed, but 0 is not (because it would make it equal to the Y coordinate of the sprite). Background sprites are always behind all others, and their que value is ignored.