ID:271135
 
How do you get the user to be able to pick an image from his or her computer to use for something? For instance, the user clicks a button, and it says "choose an image off your hard drive" and lets them browse.

Alternately, how do you allow the user to select an image from among the contents of a folder within the program folder?

--Vito
var/input() as file

Pretty sure thats it meh to busy to check it.
In response to A.T.H.K (#1)
Yeah, that works...

But I can't seem to get images of greater than 32x32 to appear... when they are created on the screen, they get "shrinkified" to 32x32.

Can I override this shrinking process?

(What I want to do is allow the user to pick an image and have it appear full-sized on the screen to only that player.)


--Vito

In response to Vito Stolidus (#2)
-<<BUMP>>-

Maybe part (b) of my problem was hidden too well.


--Vito
In response to Vito Stolidus (#3)
-<<BUMP>>-
-<<BUMP>>-

I'll try one more time...


--Vito
In response to Vito Stolidus (#2)
Each /atom can currently only have a single 32x32 icon. You'd have to use multiples for more tiles, or add pixel offsetted (look up pixel_x and pixel_y) overlays for multi-tile graphics. It also matters what you want the graphics for; is it for a moving atom, or just turfs, or perhaps not even intended for display on map?
In response to Kaioken (#5)
Not intended for map display... we're talking pictures solely on the HUD.

--Vito
In response to Vito Stolidus (#6)
Which IS, technically, map display. >_>
IIRC, you currently have to resort to one of the methods described in my previous post, for this.
For Part B:

When a user is prompted to pick an icon from the program folder (I'm guessing the host's game folder), use flist() and send the names to the user. :D

Then, to use that, you can use file().
In response to Kaioken (#7)
Okay...

<thinks of another way to do things>

Could I create them with fullsize images on the map, or would that produce a similar result?

We're talking created on runtime, not preexisting on the map.


--Vito
In response to Vito Stolidus (#9)
Vito Stolidus wrote:
Could I create them with fullsize images on the map, or would that produce a similar result?

Yes...As I said, until 3.5++/4.0 the only way is to have pixel offseted overlays or multiple objects, and in only the latter everything could be solid, but you probably don't care about that part.

We're talking created on runtime, not preexisting on the map.

Yes. Note that actually, preexisting on the map has a higher chance of success due to the Map Editor's feature of splitting up big images to multiple objects.
In response to Kaioken (#10)
I just want to show them... They will only have to enter, then be covered over.


--Vito
In response to Vito Stolidus (#11)
When you use a PNG or BMP as an icon, it gives you the default state which is a 32x32 resize of the picture. They're are also a number of other states depending on the size of the picture, which are coordinates relative to the picture.

The bottom-most icon_state is 0,0. Plug in a picture and check out its icon states via the use of icon_states(). I believe that should help you make a procedure for what you'd like to do.
In response to CaptFalcon33035 (#12)
I've got it working the way I intended now. Thanks, all.


--Vito