Reply to Re: Adding Graphics Problems
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Well, that was one of the problems. I figured out what the second problem was, but I'm not sure why it did this. There is probably some easy noob fix that you learn 10 minutes into D-modding, but WinDinkEdit doesn't react with what I do in the skeleton. Example: I was looking for some spacey tilesets, and I found a few I wanted to experiment with. I added them to the skeleton's tiles folder, loaded up the dmod, and checked 39 (I named it TS39). The default graphics were there. After I did some more experimenting, making sure I had named it correctly and such, I made a new DMod based on the same skeleton so I could experiment without messing up my scripts. Well, the tiles were there. And just recently with my spaceship graphics, after I changed my slashes I was sure it was going to work, but yet again, fail. I started a new dmod on that same skeleton, success. I thought it might be because I had several dmods working off the same skeleton, so I tried a completely new skeleton. Fail. Yet again, I had to create a completely new Dmod to refresh the editor. Ideas?






