ID:180842
 
Ok I have my graphics done but how do I upload them to put in a map? I said I'm New.
On 1/31/01 6:45 pm Darkness wrote:
Ok I have my graphics done but how do I upload them to put in a map?

Once you've done your graphics, you need to put them into .dmis. If you've done that, which you might have, it's time to get into some coding!

Just go into the editor and type this for every terrain type you have:

turf/[terrain_name]
icon = '[dmi_file].dmi'

You can only use alphabetic characters (alphanumeric characters after the first one) and the underscore (_) symbol when making names.

For example:

turf/grass
icon = 'grass.dmi'

turf/dirt
icon = 'dirt.dmi'

turf/sand
icon = 'sand.dmi'

If you have multiple icon states in one .dmi file (that is, you've created more than one picture in that file), you have to first name them unique names within the file. Right-click on the pictures whose names you want to change and choose Edit State from the list. Then type in a new name (ignore the movement state checkbox... that's covered in the icon tutorial).

Once you've given each picture a unique name inside the .dmi file (only if you have more than one picture per .dmi file... if you don't, ignore the above paragraph. =), you can make respective terrain for that.

turf/sand
icon = 'sand.dmi'
icon_state = "" //default blank name... this line isn't actually necessary
edge
icon_state = "edge"

This sand assumes that sand.dmi contains two pictures (icon states). The first has no name (you can have one (only one) with no name if you want). The second has the name 'edge'.


I said I'm New.

So? Everyone's new at one point or another. =)
OK I figured out how to do make the tree to put graphics but how do you assign graphics to the code.
This is what I have:

////////
//Turf//
////////

turf/ground <how would I assign a graphic to the ground..ect
turf/Grass
turf/water

And another question do you have do put the grapic in the game folder or can it be in an outside folder?
In response to Spuzzum
On 1/31/01 6:56 pm Spuzzum wrote:
On 1/31/01 6:45 pm Darkness wrote:
Ok I have my graphics done but how do I upload them to put in a map?

Once you've done your graphics, you need to put them into .dmis. If you've done that, which you might have, it's time to get into some coding!

Just go into the editor and type this for every terrain type you have:

turf/[terrain_name]
icon = '[dmi_file].dmi'

You can only use alphabetic characters (alphanumeric characters after the first one) and the underscore (_) symbol when making names.

For example:

turf/grass
icon = 'grass.dmi'

turf/dirt
icon = 'dirt.dmi'

turf/sand
icon = 'sand.dmi'

If you have multiple icon states in one .dmi file (that is, you've created more than one picture in that file), you have to first name them unique names within the file. Right-click on the pictures whose names you want to change and choose Edit State from the list. Then type in a new name (ignore the movement state checkbox... that's covered in the icon tutorial).

Once you've given each picture a unique name inside the .dmi file (only if you have more than one picture per .dmi file... if you don't, ignore the above paragraph. =), you can make respective terrain for that.

turf/sand
icon = 'sand.dmi'
icon_state = "" //default blank name... this line isn't actually necessary
edge
icon_state = "edge"

This sand assumes that sand.dmi contains two pictures (icon states). The first has no name (you can have one (only one) with no name if you want). The second has the name 'edge'.


I said I'm New.

So? Everyone's new at one point or another. =)
In response to Spuzzum
ok I figured most of this out but how can I change...well here I'll show you:

how can I change Grass.bmp into Grass.dmi
In response to Darkness
And another question do you have do put the grapic in the game folder or can it be in an outside folder?

Graphics should be in the same folder.

Then you can refer to them as 'icon.dmi' rather than 'C:\My Documents\BYOND\games\images\icon.dmi'.

They don't have to be in the same folder, but it saves you years of typing. You can put them in subfolders, though, and it'll still work as if they were in the same directory as the .dme or .dm files.

For example:

C:\Program Files\BYOND\Spuzzworld\icon.dmi
C:\Program Files\BYOND\Spuzzworld\icons\icon2.dmi
C:\Program Files\BYOND\icon3.dmi
C:\My Documents\BYOND\images\icon4.dmi

The first would be referred to in your code as:

'icon.dmi'

The second would be referred to in your code as:

'icon2.dmi'

The third would be referred to in your code as one of the following:

'C:\Program Files\BYOND\icon3.dmi'

or

'..\icon3.dmi'

The fourth would be referred to in your code as one of the following:

'C:\My Documents\BYOND\images\icon4.dmi'

or

'..\..\..\My Documents\BYOND\images\icon4.dmi'


Obviously, the first (same folder) and second (subfolder) are the easiest.
In response to Darkness
On 1/31/01 7:18 pm Darkness wrote:
ok I figured most of this out but how can I change...well here I'll show you:

how can I change Grass.bmp into Grass.dmi

Open up grass.bmp in your favourite editor, select all (Ctrl+A, usually), copy (Ctrl+C, usually), switch over to BYOND, make a new file grass.dmi, then paste (Ctrl+V).

You can also rename the .bmp file directly to a .dmi file. But if you do this with an icon greater than 256 colours, it'll skip some of the information. Actually, it might even do something bad... no one has tried it before.

Note that you can use .bmp files directly in your code instead.

turf/grass
icon = 'grass.bmp'

Just make sure that they're less than or equal to 256 colours.