Quote:
Originally Posted by Stephen
I think Chris or Tig could elaborate on it better, but we had to break our images into sections of 512x512 (or, for some reason, the image wouldn't display if it was outside of a certain area of your screen).
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I don't remember exactly, but I recall the maximum file size download being a potential problem, which was why it was split up (protip: ImageMagick works wonders at chopping images).
Also, if you had like a 14x14 GMAP or something, that's a a 14336x14336 image. I can't imagine it being efficient to show an image this large.
If this was being done for a huge GMAP, you'd probably need some kind of special scripting that only shows images for visible levels, not every single level. Tig did the scripting on GK, and I don't know if he just showed all the images at once, or only showed certain ones. It was working very nicely, though.
Quote:
Originally Posted by Draenin
My concern would be with blocking and non-blocking objects.
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Quote:
Originally Posted by MysticX2X
Probably by adding blocking tiles underneath the image while the image draws under the player.
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This is what was done on GK. The image wasn't an actual NPC, it was being shown with (I think) a weapon using showimg.