RTC/Graphics: Difference between revisions
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assigning new objects graphics |
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== How to add new images == | == How to add new images == | ||
#Resources tab | #Resources tab | ||
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Others/all should be tested in your dungeon. | Others/all should be tested in your dungeon. | ||
== Invisible colour/Background colour of Images == | |||
In RTC the background colour of images should be set to RGB (Red/Green/Blue)= 255,0,255 (pink) or as a transparent layer (gimp can does this). Transparent layers may create a strange background in the editor, but will be fine in the game itself. | |||
== Assigning New Object Graphics == | |||
#Clone the item that best suits the new object: monster, wall item, floor item; can you walk though them or do the stop movement, etc. | |||
#Icons tab: assign map(32x32 scale) and magic map images (14x14). | |||
#Bitmaps tab: if symmetrical. | |||
Front0= what you see if you are standing on top of the tile | |||
Front1= Normally just set this with your image | |||
Front2= This will scale up your image seen from one step away | |||
Front3= This will scale up your image even more seen from two steps away | |||
[[Category:RTC|Graphics]] |
Latest revision as of 04:58, 16 September 2009
How to add new images
- Resources tab
- Add/Replace Graphics
- Add New...Bitmap
- Search for file (*.png or *.bmp)
- Set the scalings to: 6 for Monsters of Items that can be picked up, 3 for Doors and wall items, 1 for icons and others things
General Offsets
Monsters and items that can be picked up
- X-offset = 0
- Y-offset = about 3/4s of height of image (3/4 of the number in the Height box)
Doors
- X-offset = 0
- Y-offset = the height of image (the number in the Height box)
Wall items to be centred on the wall, and Icons
- X-offset = 0
- Y-offset = 0
Others/all should be tested in your dungeon.
Invisible colour/Background colour of Images
In RTC the background colour of images should be set to RGB (Red/Green/Blue)= 255,0,255 (pink) or as a transparent layer (gimp can does this). Transparent layers may create a strange background in the editor, but will be fine in the game itself.
Assigning New Object Graphics
- Clone the item that best suits the new object: monster, wall item, floor item; can you walk though them or do the stop movement, etc.
- Icons tab: assign map(32x32 scale) and magic map images (14x14).
- Bitmaps tab: if symmetrical.
Front0= what you see if you are standing on top of the tile
Front1= Normally just set this with your image
Front2= This will scale up your image seen from one step away
Front3= This will scale up your image even more seen from two steps away