FRUA has it's collection of pics, and the data files that DC scans during an import just provide an index into this collection. Something like SmallPic=5 to use the fifth small pic in the collection for this event/npc/etc.
The method I used to import wall/backdrop information was to create a similar collection of artwork for DC that has the same images in the same spots. Ie: The FRUA wall slot 1 and the DC wall slot 1 have the same image. Then, during the import process, I convert the wall slot index value into a file name, as in wa_wall5.png for an index value of 5. If this particular slot in FRUA had a door or overlay in it, there would also be a dr_door5.png and/or ov_overlay5.png file.
There is a zip file containing the walls/backdrops
that you can download. I think there are 80 walls and 19 backgrounds, which seemed like a bit much to include in the default install. Also, having that many images to load at startup can introduce a noticeable delay when you first start the editor (on my slow pc, at least).
I suppose we could do the same thing for the other types of art, and possibly even the sounds. Each art slot in FRUA would need to be exported to a suitable image format, converted to the correct dimensions, and named according to the slot index the image comes from.
In the current release, these types of artwork are left blank in the imported design.
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CocoaSpud<br />Dungeon Craft Development Team<br /> [url]\"http://uaf.sourceforge.net\" target=\"_blank\">http://uaf.sourceforge.net</a>
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