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how do I get anything to display? Displaying 1-6 of 6 total.
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Petra
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Hi. Sorry 'bout this guys. I'm another rabid semi-newbie, so this question might sound really dumb. Here goes:
I've got the bare bones version of V2 set up (all the necessary files etc). I've altered test.map and added tiles so that it no longer shows up as a blank screen when I run verge.exe (there's a super green tinted test.map). I've also messed with some of the pcx files included and basically "re-drawn" some character images. I've also copied the animation file that came with the vecna character. The only problem is that I'm absolutely clueless as to how to get any character (or anything besides the map) to display when I run verge.exe. Also, is there anything I can do about the color? I can't read my console because there are so many heinous colors smeared across it, although I'm not sure that I'd even know how to begin using it, even if I could read it. Could someone please walk me through this awkward beginner's stage? Sorry, but I've already read all the tutorials aen wrote, plus most of the readme's and the verge source is down and won't be up again until my "project" is due (ie I need to show some evidence that I've done work. Otherwise I'm just going to have to show my supervisors my pcx character files and maped files). Also, my compiler won't recognize any of the map vc's (although most of them are blank, I've attempted to write in some of them).
Thanx!
:P
Posted on 2001-05-25 11:52:24
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grenideer
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First of all, it sounds like you actually did some preparation and learning and testing, which is good. So this shouldn't be too hard.
You say you can't get character's or anything to display besides the map? Well, characters are easy. In MapEd, on the E (entity) layer, click on the map where they should be inserted. You need to make sure that the CHR LIST has the chrfilename referenced in it, and that the entity you insert references the CHR that you want to show up. Try it with the default chr - it should be easy.
Getting OTHER pictures to appear onscreen is a bit harder. It requires conding in vc. I'm not going in too much detail with this as I'm not sure how familiar you are with the language. Ask for more help if you need it. Basically you need to loadimage then CopySprite to the screen. This will blit your pcx file to the screen, but it will remove it at the next render. To stop this, you need to place the copysprite in a loop. It is easiest to place this in a HookRetrace, so the engine will continually loop this for you without you needing to touch it. For ANY hookretrace to show up on the map, you MUST include an 'R' in the renderstring of the map properties. I know there are some tutorials on images around, and it IS too bad the vergesource is down until June 1.
As far as color, v2 uses a 256 color palette. If you import pictures into the vsp or otherwise into verge that do not use the palette, then colors will be garbled. It's best to start with the standard verge palette, which can be got from a number of pcx's included - maybe the chr or the vsp?
You're saying VCC won't recognize your vc files? What's the error message? You need to at least include an autoexec in each vc, as so:
event //0 autoexec
{
}
That's the minimum each vc should be. That should compile fine, but do nothing. Be more specific about this last problem if you can.
Posted on 2001-05-25 14:19:23
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rpgking
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Here's a possible solution to your compiler not recognizing your vc code. Did you write it using Microsoft Word or Wordpad? If so, make sure to save it as an MS-DOS file, or else, all those extra characters will be saved. I personally NEVER use MS Word for writing code. It's much better to use Notepad or MS-DOS EDIT. If this is not the problem, then I don't know what is...
-rpgking
Out of clutter, find simplicity.
-Einstein
Posted on 2001-05-25 16:19:53
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TheGerf
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This flogged me for months. Your palettemorph command should end with 63 not 64!! That should fix the colour smack.
As for the vc's, as others said, do it in textpad or notepad, or something else, just not Microsoft word, or wordpad, and for a blank vc you need:
event // 0 auto
{
}
and it should compile.
And again, put the CAPITAL E in the renderstring of the map, and the sprites should show up all peachy.
TheGerf, not just any gerf.
Posted on 2001-05-25 23:39:59
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Petra
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I tried a palettemorph in my test.vc file, first using Event // 0 autoexec (the compiler didn't like it when I just put in the palettemorph command), and I checked that my curly brackets were properly inserted. Then I tried compiling it using vcc. It returned the error:
, expected, ) got
Could someone possibly give me some code and tell me which file I should write it in, or teach me how to make the colors look semi-normal when I run Verge? The map looks very green and the characters look extremely strange.
Thanx!
:P
P.S. thanks everyone for telling how to get my characters on the screen. I can get them to jig around the screen now (actually, the jigging motion might just be due to the strange timing I've set them on in the MapEd character insert box).
Posted on 2001-05-29 12:41:25
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Zeke
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It sounds like you're getting pretty close. The error messge you have there is probably saying that you tried to call a function, but apparently didn't give it all of the input arguments it was expecting. Since it sounds like you were trying to add the PaletteMorph when this happened, chances are if you check the line number VCC says the error is on, it will be the line that has your PaletteMorph command. If that's the case, I suspect you probably just left out a zero. There should be four (4) of them. I.E.:
event //0 Autoexec
{
PaletteMorph(0, 0, 0, 0, 63); //Note the four zeros
}
Should be the first event in your test.vc file.
If you go to the line that VCC says caused the error, and it is not the PaletteMorph command, then check any functions you call on that line. You need an extra comma (and presumably some data after it) before the closing parenthesis.
Good luck.
Posted on 2001-05-29 19:39:24
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