ID:260443
![]() Oct 8 2007, 6:36 am
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When you import a PNG of GIF file with transparency, if one of the 32x32 clips has nothing in it, it shouldn't make another icon file for it. It gets annoying and clutters my work area...
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![]() Oct 8 2007, 11:18 am
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Also, in the new versions, it no longer names the icon states after their respective area in the the 32x32 grid. That was very handy, can you bring it back? I find myself importing updated BMPs, PNGs, and GIFs through an old version first.
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Hiro the Dragon King wrote:
Also, in the new versions, it no longer names the icon states after their respective area in the the 32x32 grid. That was very handy, can you bring it back? I find myself importing updated BMPs, PNGs, and GIFs through an old version first. Can you give me an example of what you are trying to do? The new version allows you to import file into a certain size, so if you import a 64x64 file as 32x32 icons, it creates four states. I envisioned this to be used for tilesets and the like, and thus didn't auto-assign states. If you want to use this for big-icons, why not just import in the native size (64x64 in this example)? The states will be assigned internally then (as "0,0", "0,1" etc). |
I made a HUD in Photoshop and wanted to import it. In the old versions it auto-assigned the icon states as the 32x32 positions(0,0; 0,1; etc) and I would just set the screen loc to the icon state. But then I have a bunch of blank icons that get in the way. Or I'll create a turf that spans the map and just set the icon state as the cooridinates.
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Hiro the Dragon King wrote:
I made a HUD in Photoshop and wanted to import it. In the old versions it auto-assigned the icon states as the 32x32 positions(0,0; 0,1; etc) and I would just set the screen loc to the icon state. But then I have a bunch of blank icons that get in the way. Or I'll create a turf that spans the map and just set the icon state as the cooridinates. Why not just import that HUD as the native size (say 200x200)? Internally, the icons will all be assigned to the coordinates, so the lower-left 32x32 block will be "0,0". You can place it right on the map as a big block, or work with the states individually in the code, just like you used to. The only thing you can't do is edit the individual icons in the icon editor. |