SetAreaTransitionBMP - Requirements for Custom Image (AREA_TRANSITION_USER_DEFINED)
Smithicus
Member Posts: 21
I am looking to provide custom transition bitmaps when using the area transition click to a newly created area using a door object:
THIS CODE WORKS FOR THE JUMP - Just need to know what folder to place the BMP into and the extension to use (if there is need for a change) to make the new image appear during the transition.
void main()
{
object oPC = GetClickingObject();
object oArea = CreateArea("turfhouse", "createdarea", "newturf");
location lLoc = Location(oArea, Vector(2.0f,2.0f,0.0f), 0.0f);
AssignCommand(oPC , ClearAllActions(TRUE));
AssignCommand(oPC, SetAreaTransitionBMP(AREA_TRANSITION_USER_DEFINED, "my_new_bmp"));
AssignCommand(oPC, ActionJumpToLocation(lLoc));
}
THIS CODE WORKS FOR THE JUMP - Just need to know what folder to place the BMP into and the extension to use (if there is need for a change) to make the new image appear during the transition.
void main()
{
object oPC = GetClickingObject();
object oArea = CreateArea("turfhouse", "createdarea", "newturf");
location lLoc = Location(oArea, Vector(2.0f,2.0f,0.0f), 0.0f);
AssignCommand(oPC , ClearAllActions(TRUE));
AssignCommand(oPC, SetAreaTransitionBMP(AREA_TRANSITION_USER_DEFINED, "my_new_bmp"));
AssignCommand(oPC, ActionJumpToLocation(lLoc));
}
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For testing, I grabbed an image from the Internet (I do not own the image). Used the spreadsheet in the link provided. Created the TGA files and loadscreens.2DA - created a quick test module and was able to find the newly created load screen:
I appreciate the guidance!