Download GSImageList v1.1 *BETA*
Supports A5.51 and above. Requires DirectX8.1.
Use:
Free for all GameStudio projects without restrictions.
Disclaimer: If it blows up your machine it's not our fault.
Installation:
Unzip gsimglst.wdl into your templates directory.
Unzip GSImgLst.dll into your work directory.
Unzip D3DX81ab.dll into your work directory.
Publishing:
You will have to copy the DLLs manually to your .cd directory when you publish.
Versions:
10/04/2003 -- v1.1 -- Released.
ImgLstVerbose(integer); added.
Filter types added to *GetEnt() *GetPan() *GetBmap().
1/27/2003 -- v1.0 -- Released.
Usage:
See gsimglst.wdl for a list of functions and their parameters.
Supports the following file formats: .bmp, .dds, .dib, .jpg, .png, and .tga.
Functions:
// No parameters
dllfunction ImgLstCreate();
// Set to 1 to receive 3DGS error messages.
dllfunction ImgLstVerbose(integer);
// Add entity texture into ImageList named string
dllfunction ImgLstAdd(string, entity);
// Add file filename into ImageList named string.
// The A5 dir used as the path (ie. filename = "myimg.bmp")
dllfunction ImgLstAddFile(string, filename);
// Save ImageList image named string to filename (ie filename = "myimg.bmp")
dllfunction ImgLstSaveFile(string, filename);
// Save entity texture to filename. Bitmap only. (ie. filename = "images\myimg.bmp")
dllfunction ImgLstSaveEnt(entity, filename);
// load bitmap Resource ID from DLL filename into string
dllfunction ImgLstAddBitmapRes(string, filename, id);
// replace entity surface with ImageList texture named string // same height & width
dllfunction ImgLstGetEnt(string, entity, filter);
// replace panel surface with ImageList texture named string // same height & width
dllfunction ImgLstGetPan(string, panel, filter);
// replace bmap surface with ImageList texture named string // same height & width
dllfunction ImgLstGetBmap(string, bmap, filter);
// Specify the filter used by passing one of the following integers:
// 0: Filter := D3DX_FILTER_NONE;
// No scaling or filtering will take place. Pixels outside the bounds of the source
//image are assumed to be transparent black.
// 1: Filter := D3DX_FILTER_BOX;
// Each pixel is computed by averaging a 2×2(×2) box of pixels from the source image.
//This filter works only when the dimensions of the destination are half those of the
//source, as is the case with mipmaps.
// 2: Filter := D3DX_FILTER_LINEAR;
//Each destination pixel is computed by sampling the four nearest pixels from the
//source image. This filter works best when the scale on both axes is less than two.
// 3: Filter := D3DX_FILTER_POINT;
//Each destination pixel is computed by sampling the nearest pixel from the source image.
// 4: Filter := D3DX_FILTER_TRIANGLE;
//Every pixel in the source image contributes equally to the destination image. This
//is the slowest of the filters.
// amount in positive percent (ie 0.5)
// src and dst same height and width
// ImageList BMAP (string) is blended into entity
//dllfunction ImgLstBlend(string, entity, amount);
// draw any size (should be smaller than entity) BMAP onto entity
// 0,0,0 is transparent
//dllfunction ImgLstDrawXY(string, entity, x, y);
// replace ImageList texture named string with entity texture
// same height & width
//dllfunction ImgLstSet(string, entity);
// remove named texture from ImageList
dllfunction ImgLstRemove(string);
// No parameters
dllfunction ImgLstFree();
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