Could anyone make a tut on how to add a Combo box to the MapEditor
in wich i'm able to choose like Tiles1.bmp, Tiles2.bmp etc.
untill Tiles14.bmp, I've tried without success.
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Use the onclick event to initialise the code which switches the sheets.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
I haven't got any clue how this combo box works, I don't know how to make it select multiple options.
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Add the different options in the properties then change the code accordingly.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
EDIT: Figured it out I believe... or maybe not.
EDIT:
My code:
frmMirage.ListBox.ListIndex = 0
frmMirage.picMapEditor.Visible = True
With frmMirage.picBackSelect
.Width = 7 * PIC_X
.Height = 255 * PIC_Y
.Picture = LoadPicture(App.Path + GFX_PATH + frmMirage.ListBox + GFX_EXT)
As soon as I select a different tilesheet it just scrolls back to the default. Any help?
You have to delve.. into the land.. OF DIRECT X MAUEHAUSHEUAHSEUHAUEHAUEHAUSHEUHSA
-cries irl-
Elysium has it, you could just rip it from there ;o
Using more than one tileset is a lot harder than just adding a combo box to switch between them. You have to make sure you can map with the new tileset, have to make sure the map knows which tileset to pull the tiles from when it blits, etc, etc.
Just rip it from Elysium. It might be the only thing they actually did right.
No offense Sean. xD
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I dont see why you need more than 1 tileset =/
I use a massive tileset. Which means it has to load that entire massive tileset when it loads. If you use more than one tileset at smaller sizes, you could make it not load all at once and load only the tilleset you need.
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Cashe?
o_o
It's actually pretty ideal to have tilesets load and unload if you need them or not for Winds Whisper, because they're only very small and you only need one per map because they're RM2K.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
You'd need to add a new tile property with tileset number and new direct x surfaces to load the new tileset
Then when blting the map, when checking the coords for the tile you need to draw, just check the tileset number as well
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Yeah I wonder where Elysium ripped their multi-tile code from *COUGHMRPGECOUGH*
:roll: