by AFADoomer » Sun Mar 13, 2016 10:34 am
Major Cooke wrote:Aaah. So that's what AFADoomer was referring to when he suggested replacing the Patch word with Graphic?
The
definition type can remain as 'Sprite', correct?
And, this just applies to the replacing file (in this case spr2.pk3) right? Or should I be replacing Patch with Graphic in both versions?
I know that you can leave the definition in TEXTURES as a Sprite, but you'll have to replace Patch with Graphic in both spots as it stands, unless Graf changes something...
You may not actually have to rename the folders; I just re-checked my Wolf3D TC, and all of the sprites are assembled from Graphic TEXTURES entries, but are in the Sprites folders.
An example of sprites from the Wolf3D TC:
Code: Select all
Sprite POL1A0, 64, 64 {Offset 32, 64 Graphic WSPR0002, 0, 0}
Where WSPR0002.png is in the Sprites folder...
In the (optional) hi-res add-on, the overriding sprite is defined as:
Code: Select all
Sprite POL1A0, 128, 128 {XScale 2.0 YScale 2.0 Offset 64, 128 Graphic MSPR037, 0, 0}
Again with MSPR037.png in the Sprites folder.
Granted, I'm not using the same file name for the component graphics, so that might make a difference there, too (and be a possible workaround)...
[quote="Major Cooke"]Aaah. So that's what AFADoomer was referring to when he suggested replacing the Patch word with Graphic?
The [url=http://zdoom.org/wiki/TEXTURES#Texture_properties]definition type[/url] can remain as 'Sprite', correct?
And, this just applies to the replacing file (in this case spr2.pk3) right? Or should I be replacing Patch with Graphic in both versions?[/quote]
I know that you can leave the definition in TEXTURES as a Sprite, but you'll have to replace Patch with Graphic in both spots as it stands, unless Graf changes something...
You may not actually have to rename the folders; I just re-checked my Wolf3D TC, and all of the sprites are assembled from Graphic TEXTURES entries, but are in the Sprites folders.
An example of sprites from the Wolf3D TC:[code]Sprite POL1A0, 64, 64 {Offset 32, 64 Graphic WSPR0002, 0, 0}[/code]Where WSPR0002.png is in the Sprites folder...
In the (optional) hi-res add-on, the overriding sprite is defined as:[code]Sprite POL1A0, 128, 128 {XScale 2.0 YScale 2.0 Offset 64, 128 Graphic MSPR037, 0, 0}[/code]Again with MSPR037.png in the Sprites folder.
Granted, I'm not using the same file name for the component graphics, so that might make a difference there, too (and be a possible workaround)...