im learning to code after i code the second dmi file my first dmi images are blank? any ideas?
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#2 Jun 4 2012, 10:27 pm
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You need to press the painting picture on top to draw a icon if thats what you mean
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#3 Jun 5 2012, 6:00 pm (Edited by moderator on Jun 5 2012, 6:04 pm)
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this what i have so far. when i check to to see if everything is ok on the dmm the earth tiles states are all blank, after i add a second dmi file and code it in. | ||
#4 Jun 5 2012, 6:33 pm
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fire try and keep icon and icon_state together and all the icon stuff together
second make a second "folder"(as i like to call it) for all of your turf example turf/grass(this is a folder) this makes it so the turf default image isnt set to icon='grass.dmi' AND icon='earth tiles.dmi' so: turf/grass and turf/earthtiles this will make it so only the "folder" has the default setting of icon the way you make it is ill give you the straight code because im probably ranting on and confusing you :o
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#5 Jun 5 2012, 6:34 pm
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also a tip:
turfs default density is 0 so only if you want it so you couldnt walk through it put density=1 else dont put density anything | |
The issue is that you're redefining the icon for all /turf types. When defining types, variables, and their initial values; the order isn't so much important as the hierarchy denoted by the indentation. What you need is two more types to group that icon setting and the subtypes under:
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#7 Jun 5 2012, 7:07 pm
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that fixed it, thanks DarkCampainger and Shwb1
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Can you show us the code you're trying to use? Also, when you say the dmi is blank, do you mean if you open the actual file it's suddenly empty, or that it just doesn't show up on the map anymore?
Also, when posting code on the forums, you can get syntax highlighting by surrounding it with <dm> and </dm> tags, like so:
<dm>
// Your code here
</dm>
Becomes:
// Your code here