I have some custom characters who use high-resolution sprites, and thus they need to be scaled down to fit in the game world properly. I used to use the Scale property in the actor definitions, but recently I've been trying to change over to scaling the graphics themselves with the TEXTURES lump instead, as briefly mentioned in this earlier topic I started in regards to the endgame cast call: http://forum.zdoom.org/viewtopic.php?f=3&t=33043
TEXTURES allows me to keep the actual actors at a Scale of 1 by default, but I've seen a couple of drawbacks. For one, TEXTURES only allows me to scale at increments of .1, meaning some characters can't be done this way (such as characters with a Scale of .3; I'd need to be able to set them in TEXTURES to 3.3333 repeating, which can't be done). Another big problem is that the display box in the Player Setup menu does not seem to honor the TEXTURES scale, so the graphics are appearing at actual resolution (absolutely gargantuan in some cases). This is like an inverse to the endgame cast call, where TEXTURES scaling was honored but Actor Scale was not.
Is this how things are supposed to be, or am I seeing another bug? And either way, are there options I can pursue to avoid these problems?
Player Setup box and TEXTURES
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.
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.
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
- Contact:
Re: Player Setup box and TEXTURES
Is the Player spot in the cast-call hardcoded? If not you could just use a replacement actor with TEXTURES scaled to 3.3 or so which would be approximate, while the actual player actor uses the Scale value instead of using TEXTURES to scale the graphics. This will get you the precision you need in-game, where the mock replacement actor with the .3 scale would only be used in the cast call and nowhere else.
Not sure about the player display, sorry.
Not sure about the player display, sorry.
Re: Player Setup box and TEXTURES
The thing is that if you don't use the player in the cast call, then the player stand-in will not be affected by the player's choice of skin and colorset.
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
- Contact:
Re: Player Setup box and TEXTURES
MG, your suggestions are valid enough, except I'm a bit of a stickler for precision, so approximates and close-enough's bug me when they can be avoided... it also would require some duplicate work to pull it off.
Also, the cast call is not working how I think it ought to (as discussed with Graf in the thread I linked) -- I don't have a way to dynamically set it to show the character class that they player was actually using, and if I leave it to the default of DoomPlayer, it shows a messed-up hodgepodge that Graf suspects is being caused by the skin code getting confused and thrusting itself in. This is why I typically use a MAPINFO definition to rewrite the cast call with no player character (loops back to ZombieMan after it finishes Cyberdemon), since it's at least cleaner until I can find a better solution.
So, since the player setup box honors actor scale but not TEXTURES scale, and the cast call has several other things wrong with it anyhow, maybe I'll just revert all my scaling back to the actor property.
Also, the cast call is not working how I think it ought to (as discussed with Graf in the thread I linked) -- I don't have a way to dynamically set it to show the character class that they player was actually using, and if I leave it to the default of DoomPlayer, it shows a messed-up hodgepodge that Graf suspects is being caused by the skin code getting confused and thrusting itself in. This is why I typically use a MAPINFO definition to rewrite the cast call with no player character (loops back to ZombieMan after it finishes Cyberdemon), since it's at least cleaner until I can find a better solution.
So, since the player setup box honors actor scale but not TEXTURES scale, and the cast call has several other things wrong with it anyhow, maybe I'll just revert all my scaling back to the actor property.
Re: Player Setup box and TEXTURES
Maybe you can just recreate it with a map using ACS or so, using actual actors instead of graphics drawn to the screen.
