Clarification on sprite rotations.

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Expand view Topic review: Clarification on sprite rotations.

Re: Clarification on sprite rotations.

by wildweasel » Sun Dec 09, 2018 5:27 pm

Ultimate Freedoomer wrote:Yeah... I feel like an idiot. The problem comes from the rotation following formats like “a3a7” & stuff like that.
When there's two indexes on a sprite name like that, the second one represents its opposite angle. In the case of A3A7, the sprite is used as-is for angle 3 (facing left), and angle 7 (facing right) is the same sprite but mirrored.

Re: Clarification on sprite rotations.

by Ultimate Freedoomer » Sun Dec 09, 2018 1:24 am

Yeah... I feel like an idiot. The problem comes from the rotation following formats like “a3a7” & stuff like that.

Re: Clarification on sprite rotations.

by TheMightyHeracross » Sat Dec 08, 2018 11:18 pm

Clarification on sprite rotations.

by Ultimate Freedoomer » Sat Dec 08, 2018 9:02 pm

So, 1 of my co-workers is helping me with doing some smoothed enemy animations for my own MAP32 remake. Basically, I'm just fixing the vanilla Wolf SS to be more faithful to his original Wolf3d self, but with the full 16 rotations (including on death animations), per-tic animation smoothness, & custom damage type death animations. Since I'm having trouble deciphering the table explaining such on the "sprites" page, would 1 of my fellow community members be so kind as to clarify what name to give to what rotation, & what direction the rotation names go in (assuming the rotation name order starts directly from a front view of the actor)?

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