| 06-21-2005, 03:53 PM | #1 |
Can someone please explain what parameters I pass to this trigger to make something, anything, show up in the game? |
| 06-21-2005, 06:00 PM | #2 | |
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Unfortunately images are a bit buggy. As for the parameters, you have to specify the path of the image (blp or tga) and the size, and x, y, z coordinates basically. (see common.j for reference) Finally you have to specify an image type integer (which you can leave at the default value, namely 2) After having created an image you will have to set the AlwaysRender state of it to true. Also note that only images that don't have an alpha channel work well in game. This means you'd have to save your image with 24 bits/pixel and then convert it with wc3viewer. (that's the only working setup I found) |
| 06-22-2005, 11:50 PM | #3 |
So we both agree that it is rather obscure and difficult to use. But considering the amount of options I used without ever getting anything visible in-game I'm surprised it does anything at all :) Anyway, I am as of now not going to use any images so it's not important for me to find out more. Still odd there are these triggers that doesn't do much and have almost no documentation. |
| 06-23-2005, 07:46 PM | #4 |
To make an image work, you have to make sure its Render Always flag is always on. Unfortunally images show up with this dumb green square around them, it is horrible. |
| 06-27-2005, 12:18 PM | #5 | |
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Vex, they don't if the image doesn't have an alpha. |
| 06-27-2005, 08:12 PM | #6 | |
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Images look better non rectangle shape, the alpha is needed for alot of images (transparent parts i mean). |
| 06-27-2005, 09:27 PM | #7 | |
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I know what an alpha is used for. But images that have an alpha look like crap and have those annoying borders. |
| 06-28-2005, 07:54 PM | #8 | |
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Wasnt realy my point. What actually looks better black around it in a rectangle kind of thing, or a green border? (PS: TuRnIpS 4 LIFE!!) |
| 06-30-2005, 11:17 PM | #9 | |
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You can get rid of both. |
