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Placing jpgs

 
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dreamweaver
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PostPosted: Thu Aug 07, 2003 11:48 pm    Post subject: Placing jpgs Reply to topic Reply with quote

I need 3 jpgs placed in 3 different areas of the map --

how does one accomplish this through LVZ use?

Thankyou =)
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PostPosted: Fri Aug 08, 2003 12:09 am    Post subject: Reply to topic Reply with quote

Quote:
outfile=nameofyourchoice.lvz

file=nameofyourchoice01.jpg
file=nameofyourchoice02.jpg
file=nameofyourchoice03.jpg

[objectimages]
image0=nameofyourchoice01.jpg
image1=nameofyourchoice02.jpg
image2=nameofyourchoice03.jpg

[mapobjects]
x,y,image0,aftertiles,showalways
x,y,image1,aftertiles,showalways
x,y,image2,aftertiles,showalways


"x" = horizontal pixel coordinate
"y" = vertical pixel coordinate

eg. "8192,8192,image0,aftertiles,showalways" will put the top left-most pixel of your image at the top left corner of the tile located at 512,512

.lvz uses pixels

.lvl uses tiles

there are 16 pixels per tile

so

512 x 16 = 8192

so 512 (in tiles) = 8192 (in pixels)
[the top left-most corner pixel does, anyways]

use SSME (SubSpace Map Editor) to find tile coordinates, then either multiply them out by 16 yourself (or using calculator) - or use something like SOS' INIcoordINATOR.zip

-------

if you want to place images on the screen or be able to turn them on and off or have them timed, etc, there are additional guidelines to follow - post again
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dreamweaver
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PostPosted: Fri Aug 08, 2003 2:04 am    Post subject: Reply to topic Reply with quote

Worked beautifully. Thanks again.
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PostPosted: Sat Aug 09, 2003 10:27 pm    Post subject: Reply to topic Reply with quote

Does this work with GIf's also?
I have a gif that is 560x16 . Its an object that moves across the image, I want to place this in my level. I have tried several lvztool settings but cant seem to get the animation to move, it just stays in 1 place and blinks. Any info would be appreciated as Im beginning to pull my hair out icon_smile.gif Thanks1
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PostPosted: Sat Aug 09, 2003 10:37 pm    Post subject: Reply to topic Reply with quote

attach the image on your next post
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WarFan
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PostPosted: Sat Aug 09, 2003 11:33 pm    Post subject: Reply to topic Reply with quote

Ok, here is my gif . Id like the image to be placed at tile 160,522

Thanks




_metroid.gif - 17.49 KB
File downloaded or viewed 40 time(s)
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PostPosted: Sun Aug 10, 2003 2:13 am    Post subject: Reply to topic Reply with quote

continuum supports the formats .bmp, .jpg, .png and .gif, but it does not support animated .gif's as they exist on most websites

the game uses a bunch of .bm2's (.bmp's) after all, and you can't exactly make those animated

you have to "tile" the frames of animation next to each other and tell the game to divide the image in a specific way to make it animate

-------

to use your animated image...



...in the game, you would first have to convert it into something like this...



as you can see, each frame of your animated .gif has been broken apart and lined up one under the other

you would need a .ini file like the following to use with this new image...

Quote:
outfile=nameofyourchoice.lvz

file=metroid.gif

[objectimages]
image0=metroid.gif,1,60,100

[mapobjects]
2560,8352,image0,aftertiles,showalways


the red number represents how many columns there are to be used - there is only one in this particular image

the blue number represents how many rows there are to be used - there are 60 rows for this particular image (one for each frame of the animation)

the green number represents the speed of animation (in 1/100ths of a second) - using "100" means it moves to the next frame of the animation every 0.1 seconds (a common animation speed)
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WarFan
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PostPosted: Thu Sep 04, 2003 6:25 pm    Post subject: Reply to topic Reply with quote

ok, after messing with single tile gifs, I have them down. But now I have a gif that is 64x32. Do I have to make each tile seperately and animate the speed the same to each then puzzle it together with lvztoolkit? This animation would then be 8 seperate images? I hope this is not true...
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Cyan~Fire
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PostPosted: Thu Sep 04, 2003 6:28 pm    Post subject: Reply to topic Reply with quote

Well 8 separate images all in one file. Really it's no different from animated gifs but more customizeable.
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PostPosted: Thu Sep 04, 2003 6:50 pm    Post subject: Reply to topic Reply with quote

Cyan~Fire wrote:
Well 8 separate images all in one file. Really it's no different from animated gifs but more customizeable.


From Akai's post 3 messages up ->

[objectimages]
image0=metroid.gif,1,60,100 -

I see placing a multi-tile GIF a problem as it is animating only 1 tile here.

In this case my gif is 4 tiles by 2 tiles. Here is my png for refrence ( added lines so you could see actual tiles it would use )

Maybe by splitting the image into 2 ( top half and bottom half ) then placing it soemthing like this would work?

file=top.png
file=bottom.png

[objectimages]
image0=top.gif,4,15,800
image1=bottom.gif,4,15,800

?




outlet.png - 10.47 KB
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Cyan~Fire
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PostPosted: Thu Sep 04, 2003 7:15 pm    Post subject: Reply to topic Reply with quote

Is your current setting:
[objectimages]
image0=outlet.png,4,2,800 //or whatever your filename is

That's what it should be. I got confused about the:
image0=top.gif,4,15,800
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WarFan
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PostPosted: Thu Sep 04, 2003 7:46 pm    Post subject: Reply to topic Reply with quote

Ive been previewing these images with TIA ( Tile Image Animator ) before actually placing them on a map. After all, it was just a wrong number on my part.. the 4 should be a 1.. I guess i was thinking since the gif was 4 tiles wide that it should be 4, my bad.. the animation works great after all.. I guess this was a useless post, sorry.
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PostPosted: Thu Sep 04, 2003 10:01 pm    Post subject: Reply to topic Reply with quote

it's cool, bra biggrin.gif
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