Map preview in POG: How did Trinity do this?

Alright, I'm stumped. Here is what I'd like to do:

I have placed stamps onto an existing map in POG and I would like for these stamps
to be displayed when the player calls up the overhead map(using the tab key in POG).
But thus far I've noticed that the game engine does not dynamically load the images, it
only dynamically loads NPC's.

This has to be possible since it was done with Trinity(unless Nohrga village was added
to the physical map and then a map preview picture was created from this). So I'm just
wondering how it was done.

My thinking is that Nohrga village was created as a seperate map and saved as a picture
file(ie, exporting the map as a picture). This picture became the new stamp, and the
map they resized to the preview picture size(so that the village was proportionate to
the rest of the preview map) and then merged onto the existing preview map to form a
new one with the village on it. Then a system call loaded it when this feature was
called on this location.

Is my logic correct here, or am I missing something way too easy?

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Lolly lolly lolly get your adverbs here.

Quote

Originally posted by Stark Bledfast:
**Alright, I'm stumped. Here is what I'd like to do:

I have placed stamps onto an existing map in POG and I would like for these stamps
to be displayed when the player calls up the overhead map(using the tab key in POG).
But thus far I've noticed that the game engine does not dynamically load the images, it
only dynamically loads NPC's.

This has to be possible since it was done with Trinity(unless Nohrga village was added
to the physical map and then a map preview picture was created from this). So I'm just
wondering how it was done.

My thinking is that Nohrga village was created as a seperate map and saved as a picture
file(ie, exporting the map as a picture). This picture became the new stamp, and the
map they resized to the preview picture size(so that the village was proportionate to
the rest of the preview map) and then merged onto the existing preview map to form a
new one with the village on it. Then a system call loaded it when this feature was
called on this location.

Is my logic correct here, or am I missing something way too easy?
**

Read my "Small tutorial" on how to do that 🙂 You can find it at
(url="http://"http://www.AmbrosiaSW.com/games/coldstone/addons.html")http://www.AmbrosiaS...one/addons.html(/url)

Sincerely,

Alois

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I'd love to download it, view it, and print it out(did so with Beenox's manual and
walkthrough). But the machine I use to print is a pc. Any chance that you or someone
else could re-compress it with a utility other than Compact Pro? Or is there a utility
out there for windows that will uncompress a .cpt file? Stuffit Expander for windows
does not support .cpt extensions.

If you can resave it and either upload it to the addons site or e-mail it to me(address
in the "email" button above is current) I'd certainly appreciate it.

Thanks

------------------
Lolly lolly lolly get your adverbs here.

Quote

Originally posted by Stark Bledfast:
**I'd love to download it, view it, and print it out(did so with Beenox's manual and
walkthrough). But the machine I use to print is a pc. Any chance that you or someone
else could re-compress it with a utility other than Compact Pro? Or is there a utility
out there for windows that will uncompress a .cpt file? Stuffit Expander for windows
does not support .cpt extensions.

If you can resave it and either upload it to the addons site or e-mail it to me(address
in the "email" button above is current) I'd certainly appreciate it.

Thanks

**

Hrm, that brings up a good point -- stuffing should probably be done in .sit format, rather than any .hqx or .bin

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quitcherbellyachin.
---
New Fortress of Die Nacht released! (12/20) (url="http://"http://aviary.damnsw.net")Download it from here!(/url) | | (url="http://"http://aviary.damnsw.net/downloads/dienachtd5.sit")direct download(/url) | | (url="http://"http://aviary.damnsw.net/fortress/progresslog.html")Progress Log (12/20)(/url)

Quote

Hrm, that brings up a good point -- stuffing should probably be done in .sit format, rather than any .hqx or .bin

Well .hqx is fine. The newest version of stuffit expander for windows will decode /
uncompress the following extensions:
.sit/.sea/.hqx/.mime/.pf/.zip/.gz/.tgz/.bzip/.bz/.bz2/.tbz/.arj/.uu/.uue/.enc/.arc/
.lha/.lzh/.rar

So any of those are fine. I think just macbinary(.bin) and compact pro(.cpt) formats
are unaccessible by a windows machine.

But as Gluebubble mentioned it would be real helpful if items were stuffed in one of
the above formats so that everyone could view them(I, as I mentioned, view and print
documents at work on a pc, and then take the printed material home to utilize on my
mac).

Thanks

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Lolly lolly lolly get your adverbs here.

I'm currently working on a Coldstone File Extractor. That will allow you to extract all the files from any coldstone project and reopen them in Coldstone. It is already working with the Trinity plugin.

Quote

Originally posted by RJ:
I'm currently working on a Coldstone File Extractor. That will allow you to extract all the files from any coldstone project and reopen them in Coldstone. It is already working with the Trinity plugin.

You are the one that uploaded it, no? It worked fine, but the problem is, it creates a huge potential for piracy. I mean, it's awesome that you would be able to learn from an actual game, but it is a huge disadvantage for developers who are worried about their work.

I recognize the merits of the idea, but unfortunately, there are also some very large problems that it brings up. I didn't approve the program because of those reasons -- I'm still waiting for word back from Andrew. Dee has gotten back to me already, and asked me not to allow any of that type of file.

So I guess, I would ask you to halt the distribution of the program for now. In fact, why don't you get in touch with Dee and Andrew to see what they would wish you to do. I assume they will ask you to not release anything of that sort, but who knows.

Anyway, just a thought. It's a nice idea, but it does open up the incredibly easy potential for people to rip off what the authors of a game have spent many hard hours on.

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quitcherbellyachin.
---
New Fortress of Die Nacht released! (12/20) (url="http://"http://aviary.damnsw.net")Download it from here!(/url) | | (url="http://"http://aviary.damnsw.net/downloads/dienachtd5.sit")direct download(/url) | | (url="http://"http://aviary.damnsw.net/fortress/progresslog.html")Progress Log (12/20)(/url)

It's okay. I can understand you, but it was quite easy to analyse these files, so that others could also create file extractors. Perhaps you develop a better protection in the DAT-files.

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Quote

Originally posted by RJ:
**It's okay. I can understand you, but it was quite easy to analyse these files, so that others could also create file extractors. Perhaps you develop a better protection in the DAT-files.

**

Yes, indeed -- Dee said pretty much the same thing.

And thanks for being mature in your postings and replies -- many people would have responded without the grace you did. 🙂

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quitcherbellyachin.
---
New Fortress of Die Nacht released! (12/20) (url="http://"http://aviary.damnsw.net")Download it from here!(/url) | | (url="http://"http://aviary.damnsw.net/downloads/dienachtd5.sit")direct download(/url) | | (url="http://"http://aviary.damnsw.net/fortress/progresslog.html")Progress Log (12/20)(/url)