: : : : map1.bmp
: : : : bitmap image
: : : : 682 kb
: : : Hmmm, sounds faulty.
: : : 682 kb, a little too big. It seems to me a 24-bit small-dimension bmp file.
: : : It is better to use 640x480 resolution. And it needs to use Dink's 256-color palette. And the file needs to be put in the right folder as your button6.c assigned. So for example, if you used the original Dink's script, i.e. show_bmp("tiles\map1.bmp", 1, 0); then you need to put your map1.bmp in your tiles subdir under your dmod's main directory.
: : I thought because I made it from a sreenshot it would be in dink palette. Nope. It saved as a 24 bit color bitmap. Now I've saved as 256 color, but I still haven't managed to load dink palette into paint. Still trying to make sense of redinks tut. on that.
: you DONT load a pallete with paint. paint is so usefull, yet so crappy. you most open a tile that is already in dink palette (ie splash.bmp) and paste your map, then save as.
Wait... That just assigns the nearest colors matching. I guess he wants an image with weird colors to become a standard Dink graphic, right? the only way i know to do that is using a more powerful program than paint, like paintshop pro. Hmmmm... i guess i misunderstood everything now, though. :p
I kinda figured that was what redinks tut. was showing. Good to hear it for sure though.;)