12 Sided sprites?
Posted: Sun Apr 04, 2010 8:34 pm
Does anyone know if Zdoom supports 12 sided sprites for Monsters/Players?
Because 12 sided sprites, faked or otherwise, is completely DECORATE related.corysykes wrote:do you know what decorate is if not there are many tutorials on the wiki
Ugh... I take it you don't have a slightest clue how textures and sprites are handled by the renderer, or by the hardware? That's ok, neither do I, but I think there's something not quite right in your calculations...Tragos wrote:For example if I had 5 monsters with * 20 frames * 8 rotations * 512x512 textures * 3 bytes per texture = 630 MB of video ram required for optimal performance. These kind of graphical requirements are out of range for my target audience. So there is more to consider here than you might realize.
If this was the case, then AEoD would crash supercomputers. Besides, you shouldn't calculate 512x512 in there, or 3 bytes per texture. It should be more like: 5 monsters * 20 frames * 8 rots * average texture file size.Tragos wrote:For example if I had 5 monsters with * 20 frames * 8 rotations * 512x512 textures * 3 bytes per texture = 630 MB of video ram required for optimal performance. These kind of graphical requirements are out of range for my target audience. So there is more to consider here than you might realize.
Just to confirm, I just tested this method by switching around zombieman frame names, and deleting the A2A8 frame, and it works. The zombieman displays 12 different angles (using Iwad sprites) when strafing around it, with no disappearing gaps, which is surprising.Ichor wrote:No, but you can fake it (sort of). I have a sprite that uses this without any problems:
A1
A3A7
A5
A9AG
AAAF
ABAE
ACAD
You're certain it wasn't using the IWAD's POSSA2A8 anyway? I'm sure I've gotten complaints over missing rotations before...phi108 wrote:Just to confirm, I just tested this method by switching around zombieman frame names, and deleting the A2A8 frame, and it works.
No my calculations weren't approximate, nor did I mean them to be. Kinda missing the point... If we where talking about Gzdoom I'd assume it would load all the texture and sprite data into the 3d card.. Can you honestly imagine 20 enemies or more with sprite data over 1 meg a frame run at a decent fps? 20x8=160. Again, maybe both my logic and math is just fukked up.b00mstick wrote:Ugh... I take it you don't have a slightest clue how textures and sprites are handled by the renderer, or by the hardware? That's ok, neither do I, but I think there's something not quite right in your calculations...
Finally, someone with a useful comment.Enjay wrote:The question is, is it meant to work? If not, it's probably undefined behaviour and liable to break.
I've already seen this discussed, there is a project for Edge being developed called "Doomed Again" which make's use of very high resolution sprites. The author had to shrink the size of the sprites during rotation to keep everything running smooth. Attack and death frames remain at 512x512 still far as I know. Am I the only one who's actually witnessed a doom mod cause a PC stutter?Demolisher wrote:If this was the case, then AEoD would crash supercomputers. Besides, you shouldn't calculate 512x512 in there, or 3 bytes per texture. It should be more like: 5 monsters * 20 frames * 8 rots * average texture file size.
Or even better, size of extracted textures not packed in a pk3.
I just modified the PossA frames of a copied iwad, so there was no Possa2a8 frame anywhere. Faster than making a pwad, anyway.NeuralStunner wrote:....the IWAD's POSSA2A8 anyway?