In one of my player classes, the offsets for the A frame of the sprite isn't right. It makes the sprite go underground, making it invisible. I know it's not the graphics offsets themselves, those are normal. Replacing the A frame of the sprite with any other graphic results in this happening. I have another player class where this problem doesn't occur, so why only this one? My guess is it's a decorate thing, but it must be the most obscure error ever.
I'll be back with more details if there isn't an obvious solution to this.
Really weird graphics offsets bug
Moderator: Graf Zahl
- Enjay
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Re: Really weird graphics offsets bug
I suspect that you haven't given enough information in your post. The best thing would be if you could upload a WAD/PK3 with your player graphics and DECORATE code.
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Re: Really weird graphics offsets bug
I renamed the sprites and everything was good. My guess is the name "SQR_A*" is taken by another thing, that's the sprite name that was giving the problem (seriously, name any sprite that and you'll see what happens).
To save this thread though, I noticed that any player class with a translatable color range gets forced into a 256 color pallette, even when it's a .png. Is there any way to get around this? I'd guess not, except to remove color translation from the player class.
To save this thread though, I noticed that any player class with a translatable color range gets forced into a 256 color pallette, even when it's a .png. Is there any way to get around this? I'd guess not, except to remove color translation from the player class.
- Enjay
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Re: Really weird graphics offsets bug
I'm not seeing that myself. I made a WAD where I renamed all the "POSS" sprites to "SQR_" and then made a decorate for them to replace the regular Zombieman and the imp and the sprites worked exactly as I would expect them to (ie, all sprites were properly aligned).VikingBoyBilly wrote:My guess is the name "SQR_A*" is taken by another thing, that's the sprite name that was giving the problem (seriously, name any sprite that and you'll see what happens).
[edit] Oh, and from memory, translations require palette indices so they cannot work on true colour images and will force such images into 256 colours. [/edit]
[edit2]
http://forum.drdteam.org/viewtopic.php?f=22&t=4689
[/edit2]
- Gez
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Re: Really weird graphics offsets bug
Closed for lack of follow-up.