Clarification on sprite rotations.

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Ultimate Freedoomer
Posts: 218
Joined: Fri Jan 30, 2015 10:32 pm
Location: Pittman Center

Clarification on sprite rotations.

Post by Ultimate Freedoomer »

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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TheMightyHeracross
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Re: Clarification on sprite rotations.

Post by TheMightyHeracross »

Ultimate Freedoomer
Posts: 218
Joined: Fri Jan 30, 2015 10:32 pm
Location: Pittman Center

Re: Clarification on sprite rotations.

Post by Ultimate Freedoomer »

Yeah... I feel like an idiot. The problem comes from the rotation following formats like “a3a7” & stuff like that.
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wildweasel
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Re: Clarification on sprite rotations.

Post by wildweasel »

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.

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