ini lines help
Hey u guys, i was wonderin how i could include new graphics such as the ones posted online in the windinkedit's graphics library. It's got to do with ini lines. how can you write those? what are the numbers in brackets all about and what's the deal with the NO ANIM stuff?
Since I am lazy, and describing how to use the ini would take more time than I'd like, I'd suggest trying out some of the graphics and ini tutorials in our tutorials section.
Short version:
1. Place graphics in the graphics directory (or a subdirectory) and make sure they have names like:
name-01.bmp
name-02.bmp
name-03.bmp
name-04.bmp
where 'name' can be whatever you like, as long as it's short (dunno if Dink supports names of arbitrary length).
2. Then open Dink.ini and add a line like:
load_sequence_now graphics\directory\name- 850
This loads all bitmaps with the names name-01, name-02, name-03 in the directory called 'directory' in sequence 850. Numbers >= 850 are available, some numbers in between as well but they're more difficult to find. NOTANIM should be used if the bitmaps aren't an animation (such as separate objects).
1. Place graphics in the graphics directory (or a subdirectory) and make sure they have names like:
name-01.bmp
name-02.bmp
name-03.bmp
name-04.bmp
where 'name' can be whatever you like, as long as it's short (dunno if Dink supports names of arbitrary length).
2. Then open Dink.ini and add a line like:
load_sequence_now graphics\directory\name- 850
This loads all bitmaps with the names name-01, name-02, name-03 in the directory called 'directory' in sequence 850. Numbers >= 850 are available, some numbers in between as well but they're more difficult to find. NOTANIM should be used if the bitmaps aren't an animation (such as separate objects).
what about tiles? I wanna include the iceworld tiles and i dunno how to include them in the ini file.
They should be in the /tiles directory and they should have a name like Ts-01.bmp, Ts-02.bmp, or in general, Ts-xx.bmp where xx is between 01 and 41. This will replace one of the original tile files (so if you name it Ts-36, it'll replace the Ts-36.bmp file in /dink/tiles). You don't need to add anything to Dink.ini for tiles.
Look in your develop folder for the DinkC Reference, under 'Techniques' there's a section called 'Depth Dots and Hardboxes' which is a detailed explanation of the ini lines.
1. you don't need ini lines for tiles
2. if you want to get your hands dirty and wast time in graphics editors (like i do) you could 'sqeeze' the tiles into another tiles bitmap. most (i think its all of them) of thee original tilesets have loads of blank spaces
2. if you want to get your hands dirty and wast time in graphics editors (like i do) you could 'sqeeze' the tiles into another tiles bitmap. most (i think its all of them) of thee original tilesets have loads of blank spaces