ID:154926
 
My problem is this. In the tutorial when you make vertical splitters it says to make a new pane and set the left and right controls, then erase all but one child and make it fill the screen again editing its left and right.

Now I have two panes on either side of my map (four in all) so how do I continue with this method for additional splitters? Also do we even need them?

All I really want to do is have three of the panes with buttons that pull up second and third level screens in place to reveal a new catagory of items (ie Character Stats, Inventory, Abilities all tied to the same pane).

It says in the turorial that splitters allow us to resize the panes. I dont want to resize them statically, on the fly or otherwise. I simply want them to display the correct window based on the choice of buttons by the player.

I also have the following problem:

http://i1196.photobucket.com/albums/aa402/Spindrift2/ DimensionsInterface.jpg

This is the interface I am working on. The yellow box is the game map area. Size 100x100x20.

How do I get it to fill the entire mappane? It is set for 'stretch to fit' so not sure what else to do.

Draft
OooH re: map - it looks like you havent pre-set a size in the skin editor.
Nor set anchors.
In response to Saucepan Man
Saucepan Man wrote:
OooH re: map - it looks like you havent pre-set a size in the skin editor.
Nor set anchors.

I have set all the anchors and all size settings that I am aware of. The tan box is the area icon and is supposed to stretch to fit the map. I played with some size settings but that is not the problem.
In response to Spindraft
Edit the map control. Click on Fill Window. Then, on the Anchors, select Top Left and Bottom Right.
In response to Jemai1
Jemai1 wrote:
Edit the map control. Click on Fill Window. Then, on the Anchors, select Top Left and Bottom Right.

I really don't believe that my description of the problem is being fully understood. The black part of the window is the map control and it is working just fine, there are no adjustments requied where that is concerned.

The yellow square on the other hand is the actual .dmm that is supposed to display properly within the mappane which it is not. Its size is set at 100x100x20 and set to 'stretch to fit' in the map control. The yellow square sigifies the map area for the current map I would like to work on.

I have compared all settings to the map I have in a BYOND skin and they are identical. The BYOND map fills the entire pane and scrolls properly while the yellow square in my custom skin does not.

I appreciate all of the advice and help but the standard settings have all been checked and rechecked. I simply do not understand why the 'area' will not dislay properly within the mappane.
In response to Spindraft
Have you made sure you don't have any screen objects too far off screen? What is your client.view? Are you forcing a 100x100 display size on the map with a smaller client.view?

Would you be willing to upload a copy of your dmf file?
In response to Robertbanks2
Robertbanks2 wrote:
Have you made sure you don't have any screen objects too far off screen? What is your client.view? Are you forcing a 100x100 display size on the map with a smaller client.view?

Would you be willing to upload a copy of your dmf file?

Code:
world
fps = 25 // 25 frames per second
icon_size = 32 // 32x32 icon size by default

view = 6 // show up to 6 tiles outward from center


This is waht I have which is the default. It is the same as the map that works properly so I assume there is somethng else I need to do since this is a custom skin.
In response to Spindraft
Have you made sure you don't have any screen objects too far off screen? Are you forcing a 100x100 display size on the map with a smaller client.view?

Would you be willing to upload a copy of your dmf file?
In response to Spindraft
Try moving. The position of your view is calculated based on your mob/eye's position. Since your map is too big for world.view, your view is positioned where your mob is at the center. Since your location is in (1,1,1), you'll see a bunch of nothingness. To limit the view limited to the map' boundaries, you could set client/perspective = MOB_PERSPECTIVE|EDGE_PERSPECTIVE.