12 Sided sprites?

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

12 Sided sprites?

Post by Tragos »

Does anyone know if Zdoom supports 12 sided sprites for Monsters/Players?
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: 12 Sided sprites?

Post by NeuralStunner »

1, 8, or 16. That's it.
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: 12 Sided sprites?

Post by Ichor »

No, but you can fake it (sort of). I have a sprite that uses this without any problems:

A1
A3A7
A5
A9AG
AAAF
ABAE
ACAD
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: 12 Sided sprites?

Post by Tragos »

Explain what you mean by faking it exactly? I'm not following you exactly...
User avatar
corysykes
Posts: 329
Joined: Mon May 07, 2007 6:03 pm
Location: Location i have no Location

Re: 12 Sided sprites?

Post by corysykes »

do you know what decorate is if not there are many tutorials on the wiki
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: 12 Sided sprites?

Post by TheDarkArchon »

corysykes wrote:do you know what decorate is if not there are many tutorials on the wiki
Because 12 sided sprites, faked or otherwise, is completely DECORATE related.
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: 12 Sided sprites?

Post by Tragos »

Yes I know what Decorate is lol. I was hoping for something more elaborate than just "fake it (sort of)".... This is not my first time using Zdoom corysykes and TheDarkArchon, but I apologize if you find my question silly. I'm just trying to forsee if their is any issues involving the use of 12 sided sprites that I need to be aware of. Since I've not seen any good examples, can either of you offer me one? My project is a port of Aliens Online, the characters sprites in AO are 12 sided and not 8... So before I go through the trouble of animated all those extra frames I want to be sure everything will work correctly. I didn't quite at first understand when you first said "Faked", I've never actually tried to use anything more than 8 frames so I just want to avoid doing extra work if I can't use it. I'm considering just using 8 but I like the smoothness that the 4 extra frames provide. Whether or not it's logical to use 12 or not is not just purely cosmetic, because I have certain constraints 'm also working within... For example if I had 5 monsters with * 20 frames * 8 rotations * 512x512 textures * 3 bytes per texture = 630 MB of video ram required for optimal performance. These kind of graphical requirements are out of range for my target audience. So there is more to consider here than you might realize.

Sprite Specs:
Sprites 128x128 up to 320x240
40kb per frame
Total sprites folder less than 15mb

My target system specs are something like this:
P4 2.0ghz or greater.
128mb Graphics Card
512mb ram or better.
User avatar
Ceeb
Posts: 5125
Joined: Wed Jun 11, 2008 4:07 pm
Location: Castle Wut

Re: 12 Sided sprites?

Post by Ceeb »

I'm sorry, but roflwut?
User avatar
juizzysquirt
Posts: 126
Joined: Sun Jan 04, 2009 3:29 pm
Location: Knee-Deep in L.A. Meltdown

Re: 12 Sided sprites?

Post by juizzysquirt »

Tragos wrote:For example if I had 5 monsters with * 20 frames * 8 rotations * 512x512 textures * 3 bytes per texture = 630 MB of video ram required for optimal performance. These kind of graphical requirements are out of range for my target audience. So there is more to consider here than you might realize.
Ugh... I take it you don't have a slightest clue how textures and sprites are handled by the renderer, or by the hardware? That's ok, neither do I, but I think there's something not quite right in your calculations... :P
User avatar
Demolisher
Posts: 1749
Joined: Mon Aug 11, 2008 12:59 pm
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA
Contact:

Re: 12 Sided sprites?

Post by Demolisher »

Tragos wrote:For example if I had 5 monsters with * 20 frames * 8 rotations * 512x512 textures * 3 bytes per texture = 630 MB of video ram required for optimal performance. These kind of graphical requirements are out of range for my target audience. So there is more to consider here than you might realize.
If this was the case, then AEoD would crash supercomputers. Besides, you shouldn't calculate 512x512 in there, or 3 bytes per texture. It should be more like: 5 monsters * 20 frames * 8 rots * average texture file size.
Or even better, size of extracted textures not packed in a pk3.
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: 12 Sided sprites?

Post by phi108 »

Ichor wrote:No, but you can fake it (sort of). I have a sprite that uses this without any problems:

A1
A3A7
A5
A9AG
AAAF
ABAE
ACAD
Just to confirm, I just tested this method by switching around zombieman frame names, and deleting the A2A8 frame, and it works. The zombieman displays 12 different angles (using Iwad sprites) when strafing around it, with no disappearing gaps, which is surprising.

I'm guessing some of those angles might display for a greater percentage of the 360 degrees than others, but I don't know.
User avatar
Enjay
 
 
Posts: 27051
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: 12 Sided sprites?

Post by Enjay »

The question is, is it meant to work? If not, it's probably undefined behaviour and liable to break.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: 12 Sided sprites?

Post by NeuralStunner »

phi108 wrote:Just to confirm, I just tested this method by switching around zombieman frame names, and deleting the A2A8 frame, and it works.
You're certain it wasn't using the IWAD's POSSA2A8 anyway? I'm sure I've gotten complaints over missing rotations before...
User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]
Contact:

Re: 12 Sided sprites?

Post by Tragos »

b00mstick wrote:Ugh... I take it you don't have a slightest clue how textures and sprites are handled by the renderer, or by the hardware? That's ok, neither do I, but I think there's something not quite right in your calculations... :P
No my calculations weren't approximate, nor did I mean them to be. Kinda missing the point... If we where talking about Gzdoom I'd assume it would load all the texture and sprite data into the 3d card.. Can you honestly imagine 20 enemies or more with sprite data over 1 meg a frame run at a decent fps? 20x8=160. Again, maybe both my logic and math is just fukked up. :mrgreen:
Enjay wrote:The question is, is it meant to work? If not, it's probably undefined behaviour and liable to break.
Finally, someone with a useful comment. :)
Demolisher wrote:If this was the case, then AEoD would crash supercomputers. Besides, you shouldn't calculate 512x512 in there, or 3 bytes per texture. It should be more like: 5 monsters * 20 frames * 8 rots * average texture file size.
Or even better, size of extracted textures not packed in a pk3.
I've already seen this discussed, there is a project for Edge being developed called "Doomed Again" which make's use of very high resolution sprites. The author had to shrink the size of the sprites during rotation to keep everything running smooth. Attack and death frames remain at 512x512 still far as I know. Am I the only one who's actually witnessed a doom mod cause a PC stutter? :?
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: 12 Sided sprites?

Post by phi108 »

NeuralStunner wrote:....the IWAD's POSSA2A8 anyway?
I just modified the PossA frames of a copied iwad, so there was no Possa2a8 frame anywhere. Faster than making a pwad, anyway.

There were no errors in the console. I wonder if Zdoom extends the coverage of available rotations if it detects missing rotations while using the 16 angle format..... source code, anyone?
Locked

Return to “Editing (Archive)”