Hi, I'm making a map using custom achievements.
I'd like to use existing achievements icons, but they're regrouped as a palet of multiple icons.
Does anybody know if there is some way to center an image on a particular point IN that "palet-achievement-icon" image ?
A link so you can see what I mean with "icon palet" : http://forums.sc2mapster.com/general/general-chat/4859-spoiler-campaign-achievement-icon/
Hi,
First thanks you for your answer, I was starting to loose hope on getting answers on this forums, maybe my questions are too hards.
I don't think I understood fully your answer. Did you meant "Change the position of this dialog (and not dialog item) so that the correct image is visible."
I'll look into it, thanks again.
He mean that if you set size of a dialog to 100x100, your image size is 1000x1000, when you position correctly, the rest of the image will be cropped out due to not being visible for the dialog.
So, if I get this right, I need to create the image icon palet in such that the icon "A" I want get right where my dialog is moved to, like in step 1 and 2.
So basically if I willing to complete my achievement menu, I need to do multiple calculations like step 3 to make it looks like in-game icons are next to eachothers like in step 4.
It means for instance that if I need a bottom right icon and want it to appear on top left of the screen, I'm basically f-ed for you cannot create dialogs offscreen.
Do I get it right ? If so I'll start working on it, I just want to be sure I get it allright.
That's not really it, if you stack several dialog item like that it will be on top of each other, no matter which render priority you set. Better make each dialog for each image so it crop correctly (and yeah its quite a pain, but you can have some nice calculation function set up for that. Maybe release it as a library :)
You can have dialog offscreen. Even in this case the dialog dont have to be offscreen, the dialog item - image is. But it doesnt matter since its anchored to dialog (dialog anchored to screen, dialog item anchored to dialog)
Edit: Set the offset value to negative to do that
Check this example for some offscreen dialog (the start menu)
Work out how large each icon is, and make a variable with this data in. Then make an array of size [9][9] and then when the button has to be shown, find out from the array what icon you need and move the image to (icon_size x Array[i][x], icon_size x Array[x][i]) (with X being anything and i being the amount to times by). Will be possible, but would require quite a bit of work.
ok the black raster = the dialog item image.
the red area in the raster = the dialog in which that dialog item exists.
the grey square is another dialog
the colored squares in the grey squares are the dialogs that are marked red in the black raster. they are linked with those light grey lines.
Yeah I got it first time in fact, altought I was not sure.
So it's gonna need some clumsy calaculations before I get this to work...
I almost want to design my own icons and import them instead of doing this crazy workaround.
Thanks you very much all of you !
@Yaos01: Go
hope this helps.
He mean that if you set size of a dialog to 100x100, your image size is 1000x1000, when you position correctly, the rest of the image will be cropped out due to not being visible for the dialog.
That's not really it, if you stack several dialog item like that it will be on top of each other, no matter which render priority you set. Better make each dialog for each image so it crop correctly (and yeah its quite a pain, but you can have some nice calculation function set up for that. Maybe release it as a library :)
You can have dialog offscreen. Even in this case the dialog dont have to be offscreen, the dialog item - image is. But it doesnt matter since its anchored to dialog (dialog anchored to screen, dialog item anchored to dialog)
Edit: Set the offset value to negative to do that
Check this example for some offscreen dialog (the start menu)
@Yaos01: Go
lemme try making an example using a drawing. I'll be making it in paint, and I'll upload it here when it's done
Heres how i would do it:
Work out how large each icon is, and make a variable with this data in. Then make an array of size [9][9] and then when the button has to be shown, find out from the array what icon you need and move the image to (icon_size x Array[i][x], icon_size x Array[x][i]) (with X being anything and i being the amount to times by). Will be possible, but would require quite a bit of work.
@Helral: Go
ok the black raster = the dialog item image.
the red area in the raster = the dialog in which that dialog item exists.
the grey square is another dialog
the colored squares in the grey squares are the dialogs that are marked red in the black raster. they are linked with those light grey lines.