Icon Adjustment
Author | Topic: Icon Adjustment |
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Infiltrator
Member # 148
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written Sunday, June 6 2004 19:05
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According to the editor manual the fl_icon_adjust can be used to adjust the look of a floor icon whenever a floor icon is selected. What does it mean by selected, and can the icon look be adjusted in special encounter? [ Sunday, June 06, 2004 19:06: Message edited by: Dahak ] -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Off With Their Heads
Member # 4045
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written Sunday, June 6 2004 19:21
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I love icon adjustment. Any scenario I ever make will feature it to no small degree. The icon is selected when you, well, when you select it. More specifically, it happens in your custom objects script, when you define it using fl_which_sheet and fl_which_icon. Just throw in a fl_icon_adjust next to those calls. You can substitute one floor for another using set_floor, with one floor set to being icon adjusted and one not. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Infiltrator
Member # 148
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written Monday, June 7 2004 08:56
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quote:Does this mean you need 2 pre-defined floors? Both use the same icon, but has a adjust? Or can you use the same floor (swap A with A), but apply a adjust after the swap? My main reason is I'm creating a set of desert terrains. However I'm also trying to create a shady section. I don't want to use twice as many icons, so I hoping that a script could handle shading. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Off With Their Heads
Member # 4045
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written Monday, June 7 2004 09:47
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As far as I know, you actually need two different floors (unless you can do this with lighting, which sounds possible). -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Infiltrator
Member # 148
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written Monday, June 7 2004 10:34
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I thought you couldn't control lighting because it was loaded when the town was entered. -------------------- My ego is bigger than yours. Posts: 480 | Registered: Thursday, October 11 2001 07:00 |
Off With Their Heads
Member # 4045
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written Monday, June 7 2004 19:26
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I haven't played around much with lighting to know what it can and can't do, but if that is the case, then you could use a move_to_new_town (if you were really desperate to create this effect while keeping custom floors to a minimum). Otherwise you'll need two different floors and a set_floor call. I don't know that icon adjustment CAN make something look shadowed. I guess if you darken it, it might work, but have you actually tried it to make sure that icon adjustment can do what you want it to do? -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |