One more question
A question about how to adjust hardness for sprites. I have only managed to make rectangular hardness boxes, but for a pyramid, or a a house, you may want to have hardness that follows the walls more precisely, than just one big hardness square. I know that this can be done, since I have seen it in other dmods, but how?
It may be to do with placing hard tiles on the map, but 'm not 100% certain.
It is done by using the "hardness" edit mode of either WDE or DinkEdit.
You have a series of 50 by 50 pixel tiles you can copy and paste and overide any of the default hardness for your screen. I personally use the various geometric shapes like rectangles and boxes, triangles and stuff.
In DinkEdit just hit the "H" key on the screen you are in to get to hardness mode, then use the "[" and "]" keys to toggle what hardness tile you want to stamp.
WDE has a similar approach, and it used to have (and may well still do) a polygon tool for drawing irregular hardness shapes, which in the earlier versions of WDE would calculate roughly what geometric shapes are needed to fill the outlined polygon (only 4 points I think, but don't hold me to that).
Copy and paste the hard tiles first - actually editing of the hard.dat file... and creating your own custom hard tiles is something I'd only recommend doing if you've exhausted using combinations of the default hard tiles as you have to be sure you're using a "free" hard tile or you could screw up your map.
You have a series of 50 by 50 pixel tiles you can copy and paste and overide any of the default hardness for your screen. I personally use the various geometric shapes like rectangles and boxes, triangles and stuff.
In DinkEdit just hit the "H" key on the screen you are in to get to hardness mode, then use the "[" and "]" keys to toggle what hardness tile you want to stamp.
WDE has a similar approach, and it used to have (and may well still do) a polygon tool for drawing irregular hardness shapes, which in the earlier versions of WDE would calculate roughly what geometric shapes are needed to fill the outlined polygon (only 4 points I think, but don't hold me to that).
Copy and paste the hard tiles first - actually editing of the hard.dat file... and creating your own custom hard tiles is something I'd only recommend doing if you've exhausted using combinations of the default hard tiles as you have to be sure you're using a "free" hard tile or you could screw up your map.
Okey, I found it! Great! Just one more question about this, before I do anything about it, when editing the map like this, with the polygons, will it it add more stuff to the ini-file, (i.'e. will it waste more sprite_info -lines or something like that) or will this be added to some other file?
About the only thing it will add to is the map.dat file in terms of size.
dink.ini is for loading graphics, and setting their attributes, and tiles
dink.ini is for loading graphics, and setting their attributes, and tiles
Ok, thanks, then I just have adjust the hard map to all houses in three towns....
Btw, if you want hardness tiles that follow the walls even more precisely, download redink's great Hard.dat Rewrite.
A question about this hard.dat file redink1 have created. If I replace my old hard.dat file with this new one, will it's changes overload those changes I have done myself in dinkedit (the the set_sprite_info which are saved in the ini- file)?
No, the sprites' hardness info is stored in the dink.ini. Only the terrain hardness will be replaced by new ones. And if you already made the house hardnesses with the old hard.dat, no problem, those won't change at all.