WinDinkEdit poll.
WinDinkedit
Ok, I have just written the hardness editor (just tile) for WinDinkEdit, and I have a major problem. It's called Anti-alising. Basically when you resize sprites, it will have little white dots around it and such (becuase Direct X is blending pixels). Well, this is causing the tiles to look like crap while editing the hardness (it's really confusing to look at). I can fix this only one way (well, I could convert it to direct 3d, but I don't have the experience yet). I would have to convert WDE to dink palette format (8-bit color). Should I do this?
--WC
--WC
: Ok, I have just written the hardness editor (just tile) for WinDinkEdit, and I have a major problem. It's called Anti-alising. Basically when you resize sprites, it will have little white dots around it and such (becuase Direct X is blending pixels). Well, this is causing the tiles to look like crap while editing the hardness (it's really confusing to look at). I can fix this only one way (well, I could convert it to direct 3d, but I don't have the experience yet). I would have to convert WDE to dink palette format (8-bit color). Should I do this?
: --WC
can't you disable the anti-alising? or no?
: --WC
can't you disable the anti-alising? or no?
: Ok, I have just written the hardness editor (just tile) for WinDinkEdit, and I have a major problem. It's called Anti-alising. Basically when you resize sprites, it will have little white dots around it and such (becuase Direct X is blending pixels). Well, this is causing the tiles to look like crap while editing the hardness (it's really confusing to look at). I can fix this only one way (well, I could convert it to direct 3d, but I don't have the experience yet). I would have to convert WDE to dink palette format (8-bit color). Should I do this?
: --WC
Hmm, I don't see much reason not to, what are you doing with the extra colors now? I don't use WDE much though, so I may be overlooking something.
: --WC
Hmm, I don't see much reason not to, what are you doing with the extra colors now? I don't use WDE much though, so I may be overlooking something.
Nothing really, it's just nicer to see it in high color and not a crappy palette.
--WC
--WC
Me and several others have looked into it, and have found no way to disable it. MSDN.microsoft.com also shows no way to do it..
--WC
--WC
: Nothing really, it's just nicer to see it in high color and not a crappy palette.
: --WC
But what about D-Mods with other palettes?
: --WC
But what about D-Mods with other palettes?
right-click on desktop, go to settings, press on advanced, and search for these settings:
[]off
[]2x
[]quick anti-allias
[]4x
[]4xs ( directx )
set it too manual and select off, Ive got a geforce3 ti 200, when I select advanced I must select "geforce 3" and select off, maybe that will turn of your aa
[]off
[]2x
[]quick anti-allias
[]4x
[]4xs ( directx )
set it too manual and select off, Ive got a geforce3 ti 200, when I select advanced I must select "geforce 3" and select off, maybe that will turn of your aa
: : Nothing really, it's just nicer to see it in high color and not a crappy palette.
: : --WC
: But what about D-Mods with other palettes?
windinkedit would probably addapt to the palette of the dmod..
: : --WC
: But what about D-Mods with other palettes?
windinkedit would probably addapt to the palette of the dmod..
That is for full-screen anti-aliasing. WC is having trouble with individual sprites anti-aliasing themselves when being stretched to different dimensions.
: That is for full-screen anti-aliasing. WC is having trouble with individual sprites anti-aliasing themselves when being stretched to different dimensions.
Yup, redink is right, and yes, WinDinkEdit would adapt just like dink does.
--WC
Yup, redink is right, and yes, WinDinkEdit would adapt just like dink does.
--WC
: : That is for full-screen anti-aliasing. WC is having trouble with individual sprites anti-aliasing themselves when being stretched to different dimensions.
: Yup, redink is right, and yes, WinDinkEdit would adapt just like dink does.
: --WC
Go for it, I say.
: Yup, redink is right, and yes, WinDinkEdit would adapt just like dink does.
: --WC
Go for it, I say.
I just remembered an idea I had for WDE. Could you make it so when you click where to sprites overlap, it always picks up the smaller one? That would realy help with things like doors on houses.
: I just remembered an idea I had for WDE. Could you make it so when you click where to sprites overlap, it always picks up the smaller one? That would realy help with things like doors on houses.
hehe. I learned some C++ yesterday, and I'm looking at that code... and I can't find any way to do it. I now WC has tried to think of ways too, to no avail.
hehe. I learned some C++ yesterday, and I'm looking at that code... and I can't find any way to do it. I now WC has tried to think of ways too, to no avail.
I just figured it out, yay. If me and WC can fix the minor bugs with it, it should be in the next release of WDE. Finally!
I'm also planning on adding support for old WDE keys... so pressing 0 will show a dialog box for Hardness and so on. I need the C++ practice, and it should be easy to do.
I'm also planning on adding support for old WDE keys... so pressing 0 will show a dialog box for Hardness and so on. I need the C++ practice, and it should be easy to do.
Yeah, I used some of redink's crappy code and redid that so it will basically do that. I just got the Hard Tile Editor running (with out pixel blending and still in 32 bit mode) and now i'm fixing to make the undo part for it, and then the sprite hardness editor.
--WC
--WC
: Yeah, I used some of redink's crappy code and redid that so it will basically do that. I just got the Hard Tile Editor running (with out pixel blending and still in 32 bit mode) and now i'm fixing to make the undo part for it, and then the sprite hardness editor.
: --WC
Good work WC!
I'm really liking where WinDinkEdit is going...
The lack of a sprite hardness editor was a huge problem...
Along the same lines, does regular dinkedit not work in windows xp or something? I haven't gotten it to work since i got my new comp...so uh...ya, thats kinda bad...
: --WC
Good work WC!
I'm really liking where WinDinkEdit is going...
The lack of a sprite hardness editor was a huge problem...
Along the same lines, does regular dinkedit not work in windows xp or something? I haven't gotten it to work since i got my new comp...so uh...ya, thats kinda bad...
The sprite editor is going to take a babble of code, so you will have to wait a bit for it, and you must upgrade to v1.07 for DinkEdit to work on XP.
--WC
--WC
: The sprite editor is going to take a babble of code, so you will have to wait a bit for it, and you must upgrade to v1.07 for DinkEdit to work on XP.
: --WC
Hrm...i did, but i don't think it came with a new dinketic.exe..i'll try again some time i guess
: --WC
Hrm...i did, but i don't think it came with a new dinketic.exe..i'll try again some time i guess
April 26th 2011, 05:22 AM
DeadMother
Hey i´ve download WinDinkEdit but i think i´t doenst run on Ubuntu
Does it only run on Windows?
So yes can someone then tell how you can use it on Ubuntu?
Tnx
---DeadMother and Dink Kneedlewood
Does it only run on Windows?
So yes can someone then tell how you can use it on Ubuntu?
Tnx
---DeadMother and Dink Kneedlewood
sorry. i don't know. but i do know u just posted in a 9 yrs old thread. don't do it again or else i shall cast the mighty spells of banana upon u.
WinDinkEdit is indeed a Windows-only program. As with most Windows-only programs, you might be able to succesfully wine it. So far, the only Linux map editor is freedinkedit, which is included with freedink. However, gamehampe is writing a cross-platform map editor, of which you can follow the progress here.