Fix up all the mini-map stuff!
- Preset animated graphics now start at 960 instead of 400, due to all the new preset terrains from the previous commit running into their range. - Tore out some optimization in the automap drawing, because it made it harder to figure out why it wasn't working - Both game and editor now use the larger 12x12 map graphics, and fall back to shrinking down the 28x36 terrain graphic if no map graphic is set - Upon loading an old scenario, map graphic is automatically set the same as the main graphic if it's a preset graphic; for custom graphics it's set to none - Scenario now has three zoom levels for mini-map - the original in which the entire town is visible, a slightly closer one that matches the in-game view, and a large one using the 12x12 map graphics at full size. - Fix some map patterns having the wrong bounding rect - Graphics (and sounds) now included in the project by folder reference, so that I don't need to manually every new sheet to the project
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@@ -816,7 +816,7 @@ void load_spec_graphics() {
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talkfaces_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("talkportraits"));
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pc_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("pcs"));
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vehicle_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("vehicle"));
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small_ter_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("mapOLD")); // TODO: Should use the new map graphics instead
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small_ter_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("termap"));
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// TODO: Scenario icons ...
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}
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