Support for 4 angled sprites

These are not rejected - but are not considered highly important right now.

Moderator: Developers

Support for 4 angled sprites

Postby Sodaholic » Sat Dec 04, 2010 8:50 pm

It doesn't seem like it would be too hard to do, and it would be somewhat useful. The problem is, it that with duplicating it to 8 or 16 angles, the actor looks like it's facing 45 or 22.5 degrees from what it actually is. The only work around I can think of is to have another actor spawn and fix it's displayed angle by offsetting it from what the main actor's is, and locking it onto it's position.
Sodaholic
Banned User
 
Joined: 03 Nov 2007

Re: Support for 4 angled sprites

Postby phi108 » Sat Dec 04, 2010 9:00 pm

I agree this would be nice. Perhaps it could use the letters H I J K, after the end of the 16 angle names?
User avatar
phi108
Magical Error?
 
Joined: 01 Dec 2007

Re: Support for 4 angled sprites

Postby Sodaholic » Sat Dec 04, 2010 9:23 pm

Yeah, that sounds good.
Last edited by Sodaholic on Sat Dec 04, 2010 11:11 pm, edited 1 time in total.
Sodaholic
Banned User
 
Joined: 03 Nov 2007

Re: Support for 4 angled sprites

Postby InsanityBringer » Sat Dec 04, 2010 9:25 pm

I don't really see why we would need to add additional letters for it. if a sprite provides 1,2,3,4 but not 5,6,7,8 then shouldn't it recognize that the sprite has only four rotations?
User avatar
InsanityBringer
 
Joined: 05 Jul 2007
Location: opening the forbidden box

Re: Support for 4 angled sprites

Postby NeuralStunner » Sat Dec 04, 2010 9:27 pm

InsanityBringer wrote:I don't really see why we would need to add additional letters for it. if a sprite provides 1,2,3,4 but not 5,6,7,8 then shouldn't it recognize that the sprite has only four rotations?
Pretty much what I thought.

Besides, I'd also like to hold out for a possible addition of 16 more angles in the future, in which case we'd need those letters. :P
User avatar
NeuralStunner
The world has become a place
 
 
 
Joined: 21 Jul 2009
Location: traveling around inside a hug

Re: Support for 4 angled sprites

Postby Sodaholic » Sat Dec 04, 2010 11:11 pm

Also, could that work for any number of angles? Like 12 angle sprites, 7 angle sprites if you wanted.
Sodaholic
Banned User
 
Joined: 03 Nov 2007

Re: Support for 4 angled sprites

Postby XutaWoo » Sat Dec 04, 2010 11:53 pm

Honestly, keeping it at 16, 8, 4, maybe 2, and 1 seems more appropriate. 2 has very limited use, yes, but more than 3.
User avatar
XutaWoo
one day when going to see the rabbit, there was a previous visitor ...
 
Joined: 30 Dec 2006
Location: beautiful hills of those who are friends

Re: Support for 4 angled sprites

Postby ChronoSeth » Sat Dec 04, 2010 11:56 pm

I wouldn't think it would be hard to do any number as long as it's a power (maybe multiple, though I can see that being more complicated) of two.
User avatar
ChronoSeth
You are totally unique... just like everyone else.
 
Joined: 05 Jul 2010
Location: British Columbia
Discord: Chronoseth#5597

Re: Support for 4 angled sprites

Postby NeuralStunner » Sun Dec 05, 2010 12:04 am

Yes, PO2 is best I think.
User avatar
NeuralStunner
The world has become a place
 
 
 
Joined: 21 Jul 2009
Location: traveling around inside a hug

Re: Support for 4 angled sprites

Postby Gez » Sun Dec 05, 2010 12:14 am

InsanityBringer wrote:I don't really see why we would need to add additional letters for it. if a sprite provides 1,2,3,4 but not 5,6,7,8 then shouldn't it recognize that the sprite has only four rotations?

You mean 1, 3, 5, 7 but not 2, 4, 6, 8.

Anyway, you can use the TEXTURES lump to do the duplication and provide 16 rotations from 4 pictures, giving you more precision. See sprite angles: front rotation 1 -> 8, G, 1, 9, 2; 3 -> A, 3, B; 5 -> 4, C, 5, D, 6; 7 -> E, 7, F.
Gez
 
 
 
Joined: 06 Jul 2007

Re: Support for 4 angled sprites

Postby Sodaholic » Sun Dec 05, 2010 6:05 pm

Yes, Gez, but the problem is that there is inevitably some inaccuracy with that method.
Sodaholic
Banned User
 
Joined: 03 Nov 2007

Re: Support for 4 angled sprites

Postby NeuralStunner » Sun Dec 05, 2010 6:32 pm

You're making something with only 4 directions, and you're worried about "accuracy"? :?
User avatar
NeuralStunner
The world has become a place
 
 
 
Joined: 21 Jul 2009
Location: traveling around inside a hug

Re: Support for 4 angled sprites

Postby Salad Viking » Sun Dec 05, 2010 9:05 pm

Gez wrote:Anyway, you can use the TEXTURES lump to do the duplication and provide 16 rotations from 4 pictures, giving you more precision. See sprite angles: front rotation 1 -> 8, G, 1, 9, 2; 3 -> A, 3, B; 5 -> 4, C, 5, D, 6; 7 -> E, 7, F.

Actually, Gez, that's not going to work. If it did, then this suggestion would be redundant!

Here is a graph which illustrates the problem:

Image

Red represents the frontal-view sprite, blue represents the right-side sprite, and so on. As you can see, using four sprites multiple times on an 8- or 16-sprite rotation causes the rotation to be "tilted," which will make the sprite look as if it's always facing at an angle. If you look at the far right-hand graph, though, you can see how this feature would alleviate the problem.
User avatar
Salad Viking
There's too much blood in my sugar system.
 
Joined: 20 Apr 2010
Location: In high orbit

Re: Support for 4 angled sprites

Postby phi108 » Sun Dec 05, 2010 9:16 pm

Actually, Gez suggested 5 angles for the front and back, and 3 for each side, like below. It's still not as accurate as 4 exact angles, but it isn't off-center.

Image
User avatar
phi108
Magical Error?
 
Joined: 01 Dec 2007

Re: Support for 4 angled sprites

Postby Tormentor667 » Wed Dec 08, 2010 6:33 am

Anyway, with this solution you will have to add redundant data to the mod where 4 sprites per frame would already be enough
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany


Return to On Hold Suggestions

Who is online

Users browsing this forum: No registered users and 1 guest