Page 2 of 4

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:46
by Rachael
Alright. I'll process this, and then post it on the dev builds site for you, if everything comes up clear. I'm going to be removing some vestigial files from this, but otherwise I think I have everything I need.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:51
by Rachael
You don't have any 32-bit builds available? It's alright if not - but that does limit who can test this.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 19:57
by Major Cooke
...I miss the days of being able to just flip the button in VS from Win32 to x64 and back...

Compiling one now.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 20:05
by Major Cooke

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 20:09
by Rachael
That one is still 64-bit.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 20:12
by Major Cooke
When you started it up?

Try redownloading one more time, I used manage versions link in google drive.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 20:20
by Rachael
Alright, got it. :) Packing it now.

EDIT - one problem, it was compiled with no sound support at all?...

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 20:44
by Major Cooke
I forgot to set the path... Seriously wish there could be something to default towards.

I'll post a new one when I'm home in an hour or two.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 20:45
by Rachael
Alright. I've posted the x64 one in the meantime.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 21:58
by Major Cooke
EDIT: That was faster than I thought. Anyway, can I have you also throw up a small note about the flat sprites?

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 22:09
by Rachael
It's up now. Thank you.

And yes, I can - what would you like me to put?

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 22:10
by Major Cooke
Sorry, I got a little hasty. Had a panic moment thinking I uploaded the wrong one. Heh.

Anyway, can you do me a favor and quote this?

-----
Notes for modders:
1. Flat sprites are now base upon pitch being 0 (completely horizontal) and +/-90 (completely vertical).
2. Roll property is always factored into account without requiring ROLLSPRITE.
3. DONTFLIP currently has no effect. This will be addressed shortly.

As such, anyone currently using flat sprites will need to adjust their code -- it may take more than just adding pitch to change it. If it doesn't appear correctly, change the angle and/or roll as well.
-----

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 22:14
by Rachael
Done.

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 22:49
by Major Cooke
Image

Small offsetting issue identified. Hmmm... This one's tricky. I'll need some input here. Something to do with the z axis, or the one used for the y parameter in mat.Transform and Rotate functions... Thing is, I tried centering it with (z1 + z2) * 0.5 but that only made them offset and fly around like paper airplanes.

Code: Select all

		float cx, cy, cz = z;
		if ((actor->renderflags & RF_ROLLCENTER))
		{
			cx = (x1 + x2) * 0.5;
			cy = (y1 + y2) * 0.5;
		}
		else
		{
			cx = x;
			cy = y;
		}

Re: Flat Sprites Overhauled

Posted: Fri Sep 16, 2016 23:24
by Major Cooke
I was wrong. It's actually something to do with this part:

Code: Select all

		case RF_FLATSPRITE:
		{	
			x1 = x + leftfac;
			x2 = x + rightfac;
			y1 = y - bottomfac;
			y2 = y - topfac;
		}
(Also, a dev tag? Shocking!)