ID:171575
 
I some may have noticed I back to working on games which means you'll be seeing me here asking for help though I'll try to keep it to a minimum. Right now I am having a problem with my HUD. The Hud item I am having a proble with is a .bmp file and is 32pixels(height) by 96 pixels(width). When it comes on the screen it only taking up one box 32 x 32 pixels. It crushing the image to fit in 1 box. How would I make it so the image wouldn't be getting crushed so it would take up three boxes?
Make it into 3 icons and put them on the screen.

And you're always better of using pngs instead of bmps.
In response to DeathAwaitsU
so there's no way to get away with just 1 picture icon?
In response to Codesterz
You can do it I think.All you do is use .png files instead of .bmp .
In response to Dalga Productions
Nope.
In response to DeathAwaitsU
At one time I thought I achievied this with my title screen because when I put it down,It went in all the right spots and pieces.But that was a while back and maybe they changed it so,I am sorry for saying something does work when it doesnt.
In response to Dalga Productions
Welll that sucks. I wantedto get away with using picture files instad of making icon files. Cause its like the difference of 17 pictures or 123 icons in a dmi file...
In response to Dalga Productions
Unless your screen was a HUD, this is achievable using programmed turfs i guess. I dont know how people make fancy log in screens, but the way i see is this:

turf
login
icon = 'login.png'//this can be a massive png


However displaying this as a HUD will not work.
In response to Codesterz
I know, it sucks doesn' it?

Have a look at this:

client
New()
..()
new/obj/a1(src)
new/obj/a2(src)
new/obj/a3(src)
new/obj/a4(src)
new/obj/a5(src)
new/obj/a6(src)
new/obj/a7(src)
new/obj/a8(src)
new/obj/a9(src)
new/obj/a10(src)
new/obj/a11(src)
new/obj/a12(src)
new/obj/a13(src)
new/obj/a14(src)
new/obj/a15(src)
new/obj/a16(src)
new/obj/a17(src)
new/obj/a18(src)
new/obj/b1(src)
new/obj/b2(src)
new/obj/b3(src)
new/obj/b4(src)
new/obj/b5(src)
new/obj/b6(src)
new/obj/b7(src)
new/obj/b8(src)
new/obj/b9(src)
new/obj/b10(src)
new/obj/b11(src)
new/obj/b12(src)
new/obj/b13(src)
new/obj/b14(src)
new/obj/b15(src)
new/obj/b16(src)
new/obj/b17(src)
new/obj/c1(src)
new/obj/c2(src)
new/obj/c3(src)
new/obj/c4(src)
new/obj/c5(src)
new/obj/c6(src)
new/obj/c7(src)
new/obj/c8(src)
new/obj/c9(src)
new/obj/c10(src)
new/obj/c11(src)
new/obj/c12(src)
new/obj/c13(src)
new/obj/c10(src)
new/obj/c11(src)
new/obj/c12(src)
new/obj/c13(src)
new/obj/c14(src)
new/obj/c15(src)
new/obj/c16(src)
new/obj/c17(src)
new/obj/d1(src)
new/obj/d2(src)
new/obj/d3(src)
new/obj/d4(src)
new/obj/d5(src)
new/obj/d6(src)
new/obj/d7(src)
new/obj/d8(src)
new/obj/d9(src)
new/obj/d10(src)
new/obj/d11(src)
new/obj/d12(src)
new/obj/d13(src)
new/obj/d14(src)
new/obj/d15(src)
new/obj/d16(src)
new/obj/d17(src)
new/obj/e1(src)
new/obj/e2(src)
new/obj/e3(src)
new/obj/e4(src)
new/obj/e5(src)
new/obj/e6(src)
new/obj/e7(src)
new/obj/e8(src)
new/obj/e9(src)
new/obj/e10(src)
new/obj/e11(src)
new/obj/e12(src)
new/obj/e13(src)
new/obj/e14(src)
new/obj/e15(src)
new/obj/e16(src)
new/obj/e17(src)
new/obj/t1(src)
new/obj/t2(src)
new/obj/t3(src)
new/obj/t4(src)
new/obj/t5(src)
new/obj/bt1(src)
new/obj/bt2(src)
new/obj/bt3(src)
new/obj/bt4(src)
new/obj/bt5(src)


And thats just the background of the thing.
In response to DeathAwaitsU
lol... Yeah it does suck... Looks like I'm gonna have to take the time to make each little pice of the pisture into icons and then individually put the code in for each piece...
In response to Codesterz
Codesterz wrote:
lol... Yeah it does suck... Looks like I'm gonna have to take the time to make each little pice of the pisture into icons and then individually put the code in for each piece...

There is an easier way. Make a new icon file, and then use the graphic->import (ctrl+I) menu (while viewing the blank icon file) and select the picture you want to import. If successful, it will break the picture into 32x32 squares, and also label each one with a location value. Eg 0,0 , 0,1 , etc. Also, the picture without a name is the base picture, fit into a 32x32 square.
To actually place this, all i needed was a short nippet of code to make some new turfs and change the icon_state of each turf at the same time.
turf
background // my base type-path for my turf login screen
density = 1
icon = 'login.dmi' // the icon file where the broken picture is located
locator // a sub-type which i can easily remember
icon_state = null // show the base picture in DM
New() // when created
for(var/x = 1, x <= 13, x++)
for(var/y = 1, y <= 13, y++) // my picture was a 13x13 grid, so i cycle from 1 to 13 for the x and y axis
var/turf/background/B = new(locate(x,y,3)) // make a new turf at the x/y co-ordinates
B.icon_state = "[x-1],[y-1]" // change the icon_state to the respective icon_state
The reason why i use 'x-1' and 'y-1' for the icon_states is that when being inported, it names the lower left part 0,0 , and since i started at x = 1, and y = 1, i need to take that into account.