Ghostpilot Posted May 15, 2010 To make a long story shorter: I saw this article about sprite rotations. That inspired me to try to add rotations to a sprite that didn't have rotations from the beginning. I picked the small stimpack as I already had a voxel model on disk for that sprite that was created for the re-voxeling project a while back. I used the voxel model for exact angle reference when I painted the rotations. The neat program paint3d.net/]Paint3D allowed me to rotate the voxel model by exactly the number of degrees necessary for that particular rotation. Skipping ahead... I decided to paint ALL rotations for the stimpack. By using the mirroring technique described in the page linked above I narrowed the amount of sprites needed down to this: STIMA1 STIMA9 STIMA2 STIMAA STIMA3 STIMABAE STIMA4A6 STIMACAD STIMA5 STIMA7 STIMAF STIMA8 STIMAG After a brief battle with the doom palette I managed to put together a WAD containing those newly created rotations with offsets mimicking the original sprite offset. I fired up ZDooM using my new wad, hoping to see my rotations as I circled around a small stimpack in the entrance room of the first level in DooM II. Alas... No rotations to bee seen. I may be wrong about this, but my own theory to why I saw no rotations is that the sprite named STIMA0 still exists and is found first, thus used. Am I right about this? If so, can it be overridden to use my new rotations instead? I do not want to remove the original sprite from the DooM II Pwad. That doesn't feel right to do. Any ideas on how I can continue from here? What to try next. Any input is appreciated. /Ghostpilot 0 Share this post Link to post
Enjay Posted May 15, 2010 No, if your WAD is properly setup, your multiple rotations should be shown in preference to the single rotation in the IWAD. Have you placed your graphics between sprite markers (S_START and S_END or SS_START and SS_END)? 0 Share this post Link to post
Ghostpilot Posted May 15, 2010 Enjay said:...Have you placed your graphics between sprite markers (S_START and S_END or SS_START and SS_END)? [color=red]Hah![/color] I knew I must have forgotten something! It was ages since I last made a wad for any DooM game, so I just forgot about those sprite markers. Thank you for the fast answer, by the way. I'll get right on adding those sprite markers right away. I will post here to let you know if it worked and how it looks. /Ghostpilot 0 Share this post Link to post
Ghostpilot Posted May 15, 2010 Quick question. What is the difference between the S_START/END and SS_START/END sprite markers? 0 Share this post Link to post
Gez Posted May 15, 2010 As far as ZDoom is concerned, none. See http://zdoom.org/wiki/Namespace 0 Share this post Link to post
Ghostpilot Posted May 15, 2010 Yay! It works. It may not be a voxelmodel. But it's the best thing for now. If I run DooM without any 3d models and in software mode, this looked surprisingly good. But I ran into some unexpected results... As Expected. I found out that that the default item direction when concerning items without rotations is facing the map start position (or possibly following some rules regarding north, south, east, west) That causes the stimpack (with rotations) to be placed akwardly in some areas. Not a "problem" as per definition of the word problem, but defenitly something that could be annoying regarding visibillity of items in certain maps. I will try to hack together a small collection of rotations for various objects I have made voxel models for in the past to see if that looks ok aswell. Now at the time of writing, I haven't got the time to upload screenshots. I'll fix some screens when I have time if someone want to see. /Ghostpilot 0 Share this post Link to post
andrewj Posted May 16, 2010 As a mapper, I usually set suitable angles on all things, on the assumption that it may be truly 3D in some ports. I'm guessing most mappers are not that pedantic though. 0 Share this post Link to post
Ghostpilot Posted May 16, 2010 andrewj said:As a mapper, I usually set suitable angles on all things, on the assumption that it may be truly 3D in some ports. I'm guessing most mappers are not that pedantic though. I have never made a doom map, so I wouldn't know. Should I interpret that as you can set a "facing direction" for objects as you place them? 0 Share this post Link to post
Ghostpilot Posted May 16, 2010 GreyGhost said:You can. Since the appearance of 3d models, has someone updated the "item directions" in the regular doom maps? Or maybe that can't be patched with an external addon and have to be updated directly in the pwad. 0 Share this post Link to post
Gez Posted May 16, 2010 The system used by Doom does not let you patch levels, only replace them completely. So such a mod would in essence be a redistribution of all commercial levels, which is not allowed. 0 Share this post Link to post
Ghostpilot Posted May 16, 2010 Gez said:The system used by Doom does not let you patch levels, only replace them completely. So such a mod would in essence be a redistribution of all commercial levels, which is not allowed. I see. 0 Share this post Link to post
Enjay Posted May 16, 2010 andrewj said:As a mapper, I usually set suitable angles on all things, on the assumption that it may be truly 3D in some ports. I'm guessing most mappers are not that pedantic though. I do now. I didn't do in the past. Id certainly didn't bother. 0 Share this post Link to post
40oz Posted May 16, 2010 andrewj said:As a mapper, I usually set suitable angles on all things, on the assumption that it may be truly 3D in some ports. I'm guessing most mappers are not that pedantic though. I've never took that into consideration. I think I might start doing that though. 0 Share this post Link to post
Ghostpilot Posted May 16, 2010 As far as I know (I haven't read them all, I must admit) the information about setting angles on things are usually left out in mapper tutorials. 0 Share this post Link to post
Enjay Posted May 16, 2010 Probably because it's pretty obvious in most editing dialogues: right back to the earliest ones: 0 Share this post Link to post
Ghostpilot Posted May 16, 2010 The very funny truth about that, is the fact that I have read a fair share of older map making tutorials in the past, but never actually made a map. If I had, I would have known. :-) 0 Share this post Link to post
Ghostpilot Posted May 16, 2010 This is a quick 2.5 minute screenshot hack. The screens were taken in a narrow corridor. That's why the sizes are uneven and perspective is not the same between the screens. 0 Share this post Link to post
Enjay Posted May 16, 2010 Ghostpilot said:The very funny truth about that, is the fact that I have read a fair share of older map making tutorials in the past, but never actually made a map. If I had, I would have known. :-) I figured that. I wasn't trying to be smug when I posted those screenies (in case you thought that). You'd said that you weren't a mapper so I guessed that you might never have seen those dialogues. :) 0 Share this post Link to post
Ghostpilot Posted May 16, 2010 Enjay said:I wasn't trying to be smug when I posted those screenies (in case you thought that).No, I didn't think that. No offence taken. The dialogs in those screens look a tad bit more user friendly than my predjudice mind allows me to think they should look. Perhaps I should loose my virginity in doom mapping sometime soon. Who knows. 0 Share this post Link to post
Enjay Posted May 16, 2010 entryway said:Enjay, your DOSBox is outdated :) Not any more it's not. Thanks for the heads up. :) 0 Share this post Link to post