But when I put 40x40 or 50x50 or 60x60 it is the same thing, it doesn't change, you know... And when I put client.view = 10, more than 10 it's equal the client.view 10, no more... And my friend, a time ago he maded it, but he lost when format his computer.
Is there somewhere else in your code with, perhaps, mob/view set to something else? Even another client/view setting somewhere else in your code could be messing with it. I also do hope your map control is big enough to handle that kind of view (like, fullscreen kind of big).
Hello, don't have other client/view in my codes and the map is 100x100, I put 200x200 only to test, here in the codes it is 30x30, more than 20x20 it doesn't work...
You're basically multiplying the world's icon_size by the number of tiles horizontally and vertically you want. For example...
The world's default icon_size is 32. And the default view size is 6. This means that there are 6 tiles horizontally and 6 tiles vertically (basically, a 6x6 tiled view). To make the map control match, you need the exact width and height. To get the width and height, you would multiply 32 by 6 to get the width, and then multiply 32 by 6 to get the height. Doing this, you get 192x192. That is the size your map control needs to be to fit a view of 6 (alternately written as "6x6").
Now let's say you want a view of "6x7" (world/view="6x7") and your world's icon_size is set to 16. Using the above explained method, you would multiply 16 by 6 to get the width, and then 16 by 7 to get the height. Your map control's dimensions must be 96x112 to fit your view size.
#15 Dec 27 2011, 7:36 pm (Edited on Dec 27 2011, 7:44 pm)
actually 500x500 is barely enough to see view=10 (which takes 520x520 with your icons), but the point is not the size of the map, it's the size of the map control in your interface file.
#17 Dec 28 2011, 6:22 am (Edited on Dec 28 2011, 9:15 am)