ID:270186
 
Is there a way to get the images bigger than 36 x 36(like say, 50 x 50?)? I read up on someones blog that it was possible, you just had to store them in a folder with each individual icon state. I cant remember whos, though. If anyone knows whos it is, or how I can do this without using that y_head and x_head thing.
Right now there are 32x32 >_>..
In response to Sniper Joe
Yea, but some guy said on his blog that you could chane the size of the images using a folder....dammit..I think it was Zaltron...Ima look >>
Dead_Demon wrote:
Is there a way to get the images bigger than 36 x 36(like say, 50 x 50?)? I read up on someones blog that it was possible, you just had to store them in a folder with each individual icon state.

No. It has nothing to do with folders whatsoever.

And icons are 32x32.

Lummox JR
In response to Dead_Demon
Yaharna! I foundz it!

<Q>Everyone who uses BYOND has at one time or another wished to be able to use graphics greater than 32x32. While there are many ways of doing it, most people design systems built for just a specific situation. Making a good multi tiled system isn’t all that hard, it just requires organization.

We’ll have to abandon the use of .DMI files since they clearly can’t hold graphics greater than 32x32 (in one icon state). The first job is to understand how a .DMI file is organized. When you open it up, you first see all the different icon states. Opening an icon state usually goes into Dream Maker’s icon editor. That is, of course, if the icon state is a non-movie. In the case that it’s a movie, the icon state opens up into another place where more icons can be found – arranged in directions + frames.

This can be summarised as:

Icon > Icon states > Actual icon
Icon > Icon states > Movie icon > Directions > Frames

If we make each of these spaces within the .DMI a folder, we’ll start getting somewhere. We can have a base folder, of the total icon. Then we can have all the different icon states as folders within the base folder. Then if the icon is an actual icon, we can throw our large image in there. Otherwise, we should have more folders. Each of these folders will hold a direction. Inside these direction folders, will lay all the frames. We should also number these frames to understand which order they come in + to be able to loop through them later on.

This can be summarised as:

Folder > Icon states as folders > Large image
Folder > Icon states as folders > Directions as folders > Numbered large images

First lets design the process which will actually build our big images. Few people know this but images greater than 32x32 are actually divided into icon states. Therefore, using the icon_states() proc, we can get all of them out and then build up all these 32x32 images into one large image. One way of building a large image is to use overlays – this has the limitation of pixel offsets (more on the later). It is necessary to keep a track of these overlays. Lets create a list called “lays” which will store every overlay related to the building of the large image. At this point, you might be thinking that this will result in density problems since overlays are just graphical - you’re 100% correct. But we can compensate for it by automatically adding dense objs behind the overlays. To save all these objs, we can create a list called “dense”. But more on these dense objs later.

Given our way of organisation, the information we need in the proc is:

Folder containing the image.
The icon state within the folder.
The direction in which to build the image.
The actual image (this is not the same as the icon state because an icon state could have 50 images (if it’s a movie lets say)).

Furthermore, we have to edit mob/Move() to flick through all the images in a folder to give a moving effect.

In the next article:

The actual image building proc.
Configuration of mob/Move().
Examples.
</Q>
In response to Dead_Demon
Bump
In response to Dead_Demon
thats still 32x32 its just multi tiled icons...

the head will be 32x32 and the legs will be 32x32 and will make a tall multi tiled picture

just look up multi tile in byond and you will find some demos/libs
In response to A.T.H.K
I think you can insert .bmp images...i'm not sure...i saw something like it in the Desert Defender coding