gamer_extreme_101 wrote:
Well, today is your lucky day!
After realizing most people would want to see it, I made a test hold using a B&W "Cavern" theme. Backup your GeneralTiles.bmp and Style1Tiles.bmp, then extrat all files to your DROD/Data/Bitmaps folder, and import the hold named "Graphics Test Hold". Hope you enjoy!
...
Unfortunatly, doors are a part of GeneralTiles.bmp and doesn't change from style to style, so they will be different shades of grey(One black, one white, one light grey, one dark grey). Or I may just say "To heck with it!" and leave them in colour.
Actually, this can be remedied by altering the the style images and corresponding .tim files accordingly.
GeneralTiles.bmp contains tiles that are the same in all room styles. So...if you want any of those to be different across room styles, just move those image tiles out of GeneralTiles.bmp and move them into each Style*Tiles.bmp. Then, move the matching tile #s in the
GeneralTiles.tim to each style*tiles.tim.
The .tim format is as follows:
There is a sequence of numbers that refer to each tile in the .bmp, in that order (left-to-right, top-to-bottom), so DROD knows what tile is used for what. The #s can all be typed on one line, but usually are separated into distinct lines for readability (note that carriage returns don't affect the positional semantics). For example,
1-2,7,15,!1,3
signifies that, from the top-left corner of the image, are tiles #1, #2, #17, #15, one blank tile (skipped space), and #3. If you rearrange the tiles in an image, the numbers that match these tiles must be reordered in the corresponding .tim in the same fashion. Moving sprites from GeneralTiles to all the Style*Tiles will work if you transfer their respective #s across the .tims as well.
Now you can have the general tiles appear as different colors in different rooms!
____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.