Manage Sprites

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Spaceshiporion
Posts: 21
Joined: Sun Dec 03, 2023 6:58 pm

Manage Sprites

Post by Spaceshiporion »

I've been getting the hang of doom builder a little better, and I discovered the 1993res.wad, which supposedly includes full rotation sprites.

They don't seem to be summoned in from just importing the files, obviously.

I also added a Doom 64 pack to mess around with the unmaker, which changes a lot of assets to 64 sprites.

Is there any way to just mix and match this?

Ideally, I'd just use full rotation sprites from 1993res.wad, and only use the 64 sprites for the Unmaker and its upgrades.

Anyone able to help me with this problem? I'm really enjoying this app so far.
Spaceshiporion
Posts: 21
Joined: Sun Dec 03, 2023 6:58 pm

Re: Manage Sprites

Post by Spaceshiporion »

Here's the links to the files I meant by the way.

The unused asset pack including rotations
https://www.doomworld.com/forum/topic/7 ... reswad-v3/

And the Doom 64 pack.
viewtopic.php?p=786774#p786774

I tried messing around with the latter in slade, trying to get rid of any "Replace with 64" codes.
Not very succesful, I'm afraid.

And the 1993res.wad seems to just be graphics, without anyfiles to assign them anywhere.

Would still love some help, I tried figuring it out on my own but I'm just not savvy enough yet.
User avatar
SPZ1
Posts: 244
Joined: Wed Aug 02, 2017 3:01 pm
Location: Illinois

Re: Manage Sprites

Post by SPZ1 »

If you want to specify rotation frames for something that didn't have them, "TESTA0" for example, you'll need to create a new thing with separate frame names such as "TESXA2A8". You can use the 'replaces' keyword in your DECORATE or ZSCRIPT which might make things easier for you to work with. SPZ Archive Tool is capable of doing this which is available on my website.

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