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How can I use default images in a mod without copying them?

Discussion in 'Modding' started by ShadowDragon8685, Feb 21, 2013.

  1. Alright, here's my situation. I'm trying my hand at mapping, and everything worked before I tried to build a room with a customblocker specifying an image from the base game.

    Specifically, I want to put a poster_text.png on the wall. Do I have to copy poster_text.png somewhere in my mod's file structure, or is there some way to specify the file path that will tell the game to look for it "dungeons of dredmor/dungeons/poster_text.png".

    Just specifying "dungeons of dredmor/dungeons/poster_text.png" in the png="" field doesn't work. Is there some way to do that, or am I just going to have to copy files from dungeons of dredmor into the mod, bloating the file? (I also don't want to do that because I plan to use images from the expansions, which is probably skeevy from Gaslamp's point of view.)
     
  2. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Leave off "dungeons of dredmor" in your path: it assumes that unless told otherwise. Should just be dungeons/poster_text.png. Basically just look at the formatting in the game's rooms.xml and copy theirs.
     
    Kazeto likes this.
  3. Fax. I did that. I added
    to the XML file. It crashes when I try to test the room; it lets me make a test character, lets me get through the splash-screens, then crashes the moment it would be putting me into the game.
     
  4. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Try pulling that ampersand. xml doesn't play well with & signs.
     
    Kazeto likes this.
  5. Essence

    Essence Will Mod for Digglebucks

    orifices.
     
    Kazeto, mining and FaxCelestis like this.
  6. FaxCelestis: Thank you, that was the problem. Stupid ampersand, why can't you just work? C'est la vie.

    Essence: Thanks for catching that for me.