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map still won't work!!!!!
I have a mini version of the town on a single screen, took a screenshot, trimmed the image and now have a nice bitmap loaded in the graphics. It shows up nicely with paint or any other browser that reads .bmp files. I have tried using the global var. "&s2-map" != 0. And I've tried the script "button6". Either way, pressing "m" shows a whiteout of the map overlaying the game. Looks same as it is done in the orig. Dink and in Fiat, Help!  
Post the properties of the image file <sup>[NT]</sup>
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Re: Post the properties of the image file
map1.bmp

bitmap image

682 kb
Re: Post the properties of the image file
: 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.

sort of....
: : 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.
Re: sort of....
: : : 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.

Re: sort of....
: : : : 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
Thanks
I kinda figured that was what redinks tut. was showing. Good to hear it for sure though.;)
Re: sort of....
: : : 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.



Also for the show image command (the one normally used for maps, the name slips my mind) the image must be exactly 640x480. Otherwise it won't work and the display may be screwed up until you restart the program.
Ah.....thanks :) <sup>[NT]</sup>
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