Like with my HUD:
mob
player
proc
AddHUD()
src.client.screen += new/obj/HUD/Skills
obj
HUD
Skills
icon = 'HUD.PNG'
name = "Heroes"
layer=MOB_LAYER+105
screen_loc = "NORTH,WEST"
Or would I have to take it apart piece by piece and do it seperatly?
ID:164093
Jul 17 2007, 3:33 pm
|
|
What the default is?
Like with my HUD: mob Or would I have to take it apart piece by piece and do it seperatly? |
Jul 17 2007, 3:35 pm
|
|
You have to have it in pieces, or in the new 4.0 format, which still splits it up into 32x32 pieces. However, you can deal with larger icons programatically if the states are all named following a particular naming scheme.
|
PNG images are converted to DMI images internally when you use them, so yes they are split up. You just have to change the icon_state of each tile to the corresponding icon_state. 0,0 is the lower left corner, the first number is x and the second is y.
Also don't use layers above 99, it won't work in later versions. |
In response to Nadrew
|
|
Nadrew wrote:
PNG images are converted to DMI images internally when you use them, so yes they are split up. You just have to change the icon_state of each tile to the corresponding icon_state. 0,0 is the lower left corner, the first number is x and the second is y. Damn all my layers are over 100 >.< Thanks for the help guys |
This is a system I have to make big icons, it works but it wont work if it is piked up and put in ur inventory
atom/proc/bigicon(icon/I,state) That is the proc now for the actual atom mob/enemy/ Now all you have to do is in the icon file break it up into little parts, individual icons, and name them like this: [0,1] [1,1] [2,1] [0,0] [1,0] [2,0] So that the second number is the line and the first number is the column If anyone knows a better system tell me i would love to know |