FIXED: Flat Sprites Overhauled
Moderator: Graf Zahl
- Rachael
- Developer
- Posts: 3646
- Joined: Sat May 13, 2006 10:30
Re: Flat Sprites Overhauled
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.
- Rachael
- Developer
- Posts: 3646
- Joined: Sat May 13, 2006 10:30
Re: Flat Sprites Overhauled
You don't have any 32-bit builds available? It's alright if not - but that does limit who can test this.
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Re: Flat Sprites Overhauled
...I miss the days of being able to just flip the button in VS from Win32 to x64 and back...
Compiling one now.
Compiling one now.
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
- Rachael
- Developer
- Posts: 3646
- Joined: Sat May 13, 2006 10:30
Re: Flat Sprites Overhauled
That one is still 64-bit.
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Re: Flat Sprites Overhauled
When you started it up?
Try redownloading one more time, I used manage versions link in google drive.
Try redownloading one more time, I used manage versions link in google drive.
- Rachael
- Developer
- Posts: 3646
- Joined: Sat May 13, 2006 10:30
Re: Flat Sprites Overhauled
Alright, got it. Packing it now.
EDIT - one problem, it was compiled with no sound support at all?...
EDIT - one problem, it was compiled with no sound support at all?...
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Re: Flat Sprites Overhauled
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.
I'll post a new one when I'm home in an hour or two.
- Rachael
- Developer
- Posts: 3646
- Joined: Sat May 13, 2006 10:30
Re: Flat Sprites Overhauled
Alright. I've posted the x64 one in the meantime.
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Re: Flat Sprites Overhauled
EDIT: That was faster than I thought. Anyway, can I have you also throw up a small note about the flat sprites?
- Rachael
- Developer
- Posts: 3646
- Joined: Sat May 13, 2006 10:30
Re: Flat Sprites Overhauled
It's up now. Thank you.
And yes, I can - what would you like me to put?
And yes, I can - what would you like me to put?
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Re: Flat Sprites Overhauled
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.
-----
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.
-----
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Re: Flat Sprites Overhauled
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;
}
-
- Developer
- Posts: 240
- Joined: Wed Mar 04, 2009 19:25
Re: Flat Sprites Overhauled
I was wrong. It's actually something to do with this part:
(Also, a dev tag? Shocking!)
Code: Select all
case RF_FLATSPRITE:
{
x1 = x + leftfac;
x2 = x + rightfac;
y1 = y - bottomfac;
y2 = y - topfac;
}