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Jon

hi-res sprites: which ports, etc.

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I am interested in starting some sprites. Before I do, I'd like to know if any ports support hi-resolution sprites, and whether I should keep this in mind.

One of the original reasons the freedoom project was started was to get a pool of high-resolution textures. At the time no ports supported them, but it was a chicken-and-egg situation, so we tried to create some and then there'd be motivation for the ports to support them. Unfortunately it didn't *quite* work out like that.

So, looking around I see mention of hi-res sprites in doomsday and EDGE but I'm not sure about them. What's people's advice?

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EDGE has supported "higher detail" sprites for quite a while, by using a scale command in DDF (so all sprites of a monster need to be the same dimensions).

The up-n-coming 1.29 release allows more colours with PNGs, which are defined in IMAGES.DDF, so you can't just replace the existing sprite lumps with png images (other ports may allow this, I haven't looked into it yet).

It would be great if Freedoom could have higher resolution and/or higher colour graphics (not just sprites, everything). In a separate package, of course. Some of the sprites I've made I should be able to create more detailed versions.

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Wonderful! Do zdoom and jdoom need the frames to be proportional to the originals for scaling, too? By any factor or a fixed one - in the former case, do you think 2x or 4x is enough or should I go for something cur-azy?

edit: I will actually be non-lazy at some point and read up on the ports you've suggested. I also think turning out some kind of doc for the FD wiki is a good plan, for this and whatever the current state-of-the-art is for textures and graphics, too.

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I know for ZDoom scaling of sprites is done using a dehacked or decorate lump and indicating Scale = 1.00 ...where you can chose scale by decimal value and not just 2x 3x or so on.

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So you could use the scale command in Dehacked aswell? How and were? That would give me Alot more freedom in my endevour, endevor, however its spelled

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Scuba Steve said:

All you have to do is add

Scale = X.X

in the object's entry and it will work. It's very simple.



God Bless you, lol

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