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[not a bug] Sprites not displaying right
Posted: Thu Feb 02, 2006 5:17
by BetaSword
Basically, from the looks of it, it's not displaying sprites right. I'm not sure why, especially since this only seems to be effecting a single wad of mine with some sprite replacements.
How it's supposed to look (taken in 0.9.24):
How it looks now (taken in 0.9.26, likely also in 0.9.25):
Basically, the sprite is a paletted .png, and is just a replacement for the armor sprites (just named the same so it uses these ones instead). The same problem also exists with all the other sprites I have defined in that wad, including some decorate pick-ups, and normal replacements. I believe it may have something to do with the coordinate switch, though it's odd why it hasn't shown up with anyone else yet.
Posted: Thu Feb 02, 2006 9:38
by Graf Zahl
Send me the WAD and I'll take a look. Without it I can't do anything because it generally works for me.
Posted: Thu Feb 02, 2006 12:48
by Enjay
My guess is that, perhaps, it was previous versions that were not showng it right. It looks like you have not given your sprite offsets (using setpng or the lastest beta of XWE) and the graphic is therefore at the default offset of 0,0. An ofset like that will force a sprite graphic into the floor unless it is given some special treatment by the engine.
Also, check in display options - gl options. There is a value called something like "adjust sprite clipping". This moves sprites that would normally be clipped into the floor (which is most sprites BTW) up so that they are no longer clipped. The settings for it are always, smart and never. Always and never are obvious. Smart only moves certain critical items. It might be worth seeing what yours is set at. If it's set to never and your png is not offset, that'll be why you are seeing what you are.
Posted: Thu Feb 02, 2006 14:07
by BetaSword
Actually... I'm thinking Enjay's likely right about the lack of offsets... Cause I haven't added the offests or anything to the .pngs.
As for sending the wad... That's be kinda hard, considering it's current size of 7 someodd mb. But I'll check out SetPNG and see if it works.
Posted: Thu Feb 02, 2006 14:31
by Tormentor667
[offtopic]
Yeah, Megaman rocks!

[/offtopic]
Posted: Thu Feb 02, 2006 14:47
by Enjay
You may already know this stuff, but suitable offsets are usually pretty close to 1/2 the width of the sprite for the X and the full height of the sprite for the Y. So a sprite that was 48 wide by 56 tall would have a setpng command line like this:
setpng -grab 24 56 sprite1.png sprite2.png
Then just stick the sprite2.png into your file as normal.
Like I said, the latest beta of XWE allows you to do it from within a GUI environment if you prefer. Check this thread on Doomworld if you're interested.
http://www.doomworld.com/vb/showthread. ... tid=592476
Posted: Sat Feb 04, 2006 16:37
by Graf Zahl
So, what's up here? Any further info?
Posted: Sat Feb 04, 2006 22:43
by AFADoomer
I'm thinking that the offsets were the issue... I had a similar problem where some custom pickups started dropping into the floor after switching to 0.9.25 (they had loked fine before)... I added correct offsets, and everything looked fine after that.
Posted: Sat Feb 04, 2006 22:50
by Graf Zahl
ok. Off to closes bugs then.
And looking at the screenshots shows that the dynamic light is off center which should confirm this.
Posted: Sun Feb 05, 2006 1:03
by BetaSword
Yep. Definitely the lack of any sort of offsets. Fixed it all up, as per Enjay's directions.
Thanks all for the help, and sorry for the nut-buggy-bug report.