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Greater Sprite Control.
Posted: Sat May 13, 2006 1:32
by solarsnowfall
IIRC there was been a bit of discussion of this before, and it may have been slated for some far off future (I could easily be mistaken) version of ZDoom. Just thought I'd try to revitalize the topic and see if there's any discussion, because I think there is some real value in it. I'm talking about being able to scale and rotate sprites on the fly. Even possible? Too painful to impliment? Wait for DoomScript?
Posted: Sat May 13, 2006 3:42
by wildweasel
Scaling sprites on the fly? Hell yeah!
Posted: Sat May 13, 2006 6:19
by solarsnowfall
Look at it this way, every game eg CounterStrike that has a smoke like effect, basically spawns a group of sprites that do exactly those two thilngs, they grow, and spin, as they cloud up. If you wanted to achieve such an effect now, you'd have to render all the frames manually, and that can really increase the size of a wad.
Posted: Sat May 13, 2006 11:55
by Tormentor667
Makes sense, good suggestion!
Posted: Sat May 13, 2006 13:39
by Paul
Ohh I so wished that was possible.
Posted: Sat May 13, 2006 18:37
by Eriance
solarsnowfall wrote:Look at it this way, every game eg CounterStrike that has a smoke like effect, basically spawns a group of sprites that do exactly those two thilngs, they grow, and spin, as they cloud up. If you wanted to achieve such an effect now, you'd have to render all the frames manually, and that can really increase the size of a wad.
I get that feeling that spawning so manysprites with translucenty would completelylag out the game. Plus, this isn't going to work uless paper sprite is turned off. Having the normal GZdoom method of anchoring sprites would make your smoke cloud looklike sheets of paper pasted ontop of on another.
Posted: Sat May 13, 2006 20:48
by solarsnowfall
Eriance wrote:I get that feeling that spawning so manysprites with translucenty would completelylag out the game.
I mean sure, you can lag out the game with thousands upon thousands of projectiles, but we're talking about non abusive amounts here. The question is really about the greater sprite control, and weather it is possible.
Plus, this isn't going to work uless paper sprite is turned off. Having the normal GZdoom method of anchoring sprites would make your smoke cloud looklike sheets of paper pasted ontop of on another.
Not if used wisely, it's not really that big of a deal. Besides, that's just one example of what it could be used for. Think about the smoke effect used in one of the shotguns in the WRW, the animation could be reduced to one sprite if it could be rotated.
Posted: Sat May 13, 2006 23:38
by chopkinsca
With this I could make a semi-large marshmellow that grows as it absorbs bullets/rockets etc. Not that I would do that, but it would be possible.
Posted: Mon May 15, 2006 1:00
by SlayeR
I wouldn't mind a way to change any actor property on the fly via decorate, not only scaling. Or at least some way to randomise certain properties when an actor is spawned (speed, etc)
Posted: Sun Dec 17, 2006 23:55
by Arcane
I'd be terrified of all the newbie people scaling character sprites, as low-res stretched sprites look horrific.
Posted: Mon Dec 18, 2006 3:28
by TheDarkArchon
All hail the post necromancer.

Posted: Mon Dec 18, 2006 6:42
by Arcane
Dammit, I did it twice? I'm sorry, I'm not used to a board where things on the first page are necroposts. ;-;
You can like.. wipe my postcount if that helps. ._.
Posted: Mon Dec 18, 2006 8:10
by wildweasel
Postcount shouldn't matter. In my opinion, I think that counter shouldn't even be shown.