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neoworm wrote:I would suggest trying this viewtopic.php?f=232&t=49494
I used it to animate some weapon attacks and it works, you just need graphics with no offsets to begin with IE all having 0,0 coords in Slade.
Awesome, Thanks! I'll check it out.
There's a model viewer that I've forked that I'm working on doing something similar to stage hands over models and export, but I'm not focusing on that quite yet.
so if you think of a 4 square arrangement, + always means up or right and - means down or left...
If i know my sprite at 0,32 is where it's supposed to be, i make 3 more frames and just progress down. -3,29, -6, 26, -9, 23...
Then at the end you do a tnt1 offset (0,32) before you change the next frame. then you do it again... the point is to try to have a transition from one sprite to the next that looks smooth without having to use slade to individually place sprites.
Glad you're motivated, i love this little project and it's cool to see new modders and things. If i can ever get a chance to sit down for a minute i'd happily show you what i'm talking about.
There's a lot of features that just kind of rely on stuff existing in the Hexen game. And I realized that a custom level set would be a good way to introduce more fun stuff. Here's the start of that effort.
Saves should still work between 1.3 and 1.4+. Every new level you load will get the new features, and any crash fixes should take effect.
Most of the changes are actor replacements like before, so every new map load will work with the latest changes. Existing maps will not. Many of the new things are in HUB 3. So if you are mostly through those maps, it is worth a restart.
At the moment I'm planning on 2 hubs with about 4 levels each. But I've learned not to promise anything when making maps because plans change really fast, and the number of maps can be altered pretty quick.
For example the current design has the 1st hub VERY interconnected and as time goes on that may not work out well.
The way i did this? i go into SLADE and visually see the trajectory i want the sprites to meet up. In this case, the hammer is a huge sprite, so i had to move in much higher increments than with doom weapons. once you see where the sprites approximately meet up in the editor, i like to make at least 2 duplicates and offset a before and after frame... in this case, it mostly looked like (40,-12), (20,12,) and (4,36).
NOTE: there is a "bug" in that 0,32 is a reset, and it WILL break the frame look, so its best to simply offset it some more and when you want to reset sprite orientation just do TNT1 A 0 OFFSET (0,32);
for non modders who want to toy with this, get slade, open the zscript folder, find the file, replace with file in folder.
now, obviously, there are some frames that need to be added into the mod to extend them. there already exists extended widescreen sprites to stop the sprite showing clipped areas. but you got to admit, even with it, offsets really make things look snazzy for cheap.
The maps are coming along nicely. I'll probably need help with textures. I'm a programmer so I kind of see ones and zeros, and miss a lot of the aesthetics. But gameplay-wise it's working out, and the hub structure is working great for hub 1.
1 more map to go, plus a new enemy to put together, plus a boss room to figure out and then hub1 will be ready. I'm guessing about halfway through this week I'll have something to share.
Mostly I need help breaking up textures and doing room transitions.
Interestingly, this last map has required making a few new textures and a few new decorations, as well as pulling in some textures from realm667's repository. It's got more new stuff than the other maps, but still feels like it all fits together in my head.