PSprite Rotate/Scale/Pivot/Vertex

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Expand view Topic review: PSprite Rotate/Scale/Pivot/Vertex

Re: PSprite Rotate/Scale/Pivot/Vertex

by Major Cooke » Sun Oct 25, 2020 2:42 pm

It's not perfect. Eventually I'll develop a parent system so people can more easily make other overlays follow parent overlays and rotate/scale with it. But that's going to be tricky...

I hope it's not too difficult to work with as it is.

Re: PSprite Rotate/Scale/Pivot/Vertex

by DoomKrakken » Sun Oct 25, 2020 2:30 pm

HELL. YES.

FINALLY WHAT I'VE BEEN ASKING FOR, AFTER SO LONG.

No more manual tilts in GIMP, no more TEXTURES manipulation for individual sprite frames, just STRAIGHT-UP on-the-fly tilting and scaling!

You are a god among men, Major Cooke! :D

Re: PSprite Rotate/Scale/Pivot/Vertex

by Graf Zahl » Sun Oct 25, 2020 8:45 am

Added, I did not actually test this, if it wouldn't work I think the discussion here would be a bit longer. ;)
I only checked for coding issues but didn't see any,

Re: PSprite Rotate/Scale/Pivot/Vertex

by Major Cooke » Tue Oct 20, 2020 8:00 pm

Thank you. Me too, it'll make things a lot easier with some of the things I have planned.

Re: PSprite Rotate/Scale/Pivot/Vertex

by SanyaWaffles » Tue Oct 20, 2020 6:27 pm

This is good work MC, I hope it gets added.

Re: PSprite Rotate/Scale/Pivot/Vertex

by Major Cooke » Tue Oct 20, 2020 6:10 pm

Once the current submission is merged, I will re-attempt a parent system so overlays can rotate and follow along effortlessly without needing to calculate their positions since this could otherwise get very messy. Right now the only thing one has is relative offsets for the pivot, I can understand how this can make things a bit complicated for more sophisticated setups, unless you leave them at (0,0) with the offsets in SLADE and go from there.

But that'll wait until after this is added. I don't want it getting too big. The foundation is solid enough and works well as is.

Thank you Nash for posting those.

Re: PSprite Rotate/Scale/Pivot/Vertex

by SanyaWaffles » Tue Oct 20, 2020 6:00 pm

If this is implemented in mainline GZDoom I can really use this in my projects for sure. Due to the higher res sprites on the HUD I might need to use Rotate/Scale/Pivot to animate them rather than increasing the frames.

Re: PSprite Rotate/Scale/Pivot/Vertex

by Nash » Tue Oct 20, 2020 5:48 pm

Ah, sorry about that. :P The camera animation component is optional.

Here's the same thing without the camera shake. :D

Image

Re: PSprite Rotate/Scale/Pivot/Vertex

by Graf Zahl » Tue Oct 20, 2020 5:17 pm

It might be more impressive if it wasn't shaking this madly. It's hard to look at, unfortunately. :?

Re: PSprite Rotate/Scale/Pivot/Vertex

by Nash » Tue Oct 20, 2020 4:22 pm

Spoiler: Camera shake/motion sickness warning
Here's an ultra smooth, 35 FPS animation done entirely with A_OverlayOffset, A_OverlayRotate and A_OverlayScale. Unlike usual attempts at smooth animation that uses 10s/hundreds of sprites, this one uses only the vanilla sprites - just 5 in total. The smoothness comes completely from code, which is generated using my suite of animation tools for Blender called GZAnimTools:
Spoiler: Camera shake/motion sickness warning
And if you're curious - here's the script output. Warning: it's massive :mrgreen:
Spoiler:

Re: PSprite Rotate/Scale/Pivot/Vertex

by Major Cooke » Sat Oct 17, 2020 2:34 pm

Some folks have made a few examples already using QZDoom. If you want to share your examples, that'd be appreciated. ;)

I'll be uploading mine when I return home tonight.

Re: PSprite Rotate/Scale/Pivot/Vertex

by Major Cooke » Mon Oct 05, 2020 11:29 am

This submission is now complete.

I don't want to add anything else feature-wise to this PR out of fear that it may become too large for me to handle properly.

Any other features will be considered in a future PR.

PSprite Rotate/Scale/Pivot/Vertex

by Major Cooke » Wed Sep 30, 2020 3:55 pm

Pull Request

Allows for modders to change the scale and rotate weapon sprites around an adjustable pivot point.

All information is available on the PR itself.

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