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Hi-res sprites, marine graphics, and playing sounds

Posted: Sat Aug 27, 2005 8:18 am
by SMG M7
I have a few questions about Zdoom here:

1) I've seen some TCs use hi-res, or what looked like hi-res, sprites. How do I do this without making abnormally large graphics?

2) How do I change the sprites for each of the marine types? I need different graphics for each. I want the pistol marines to differ from the shotgun-toting ones.

3) [Stupid Question] What's the best way to make a simple sound play with no additional junk? All I want is a little static at the end of a conversation, not to make people talk!

Posted: Sat Aug 27, 2005 8:20 am
by Phobus
1) You don't. You have to make the sprites twice as big and then shrink them down to the right size, it's the only way to do it.

Posted: Sat Aug 27, 2005 8:47 am
by Enjay
1) You have to make "abnormally large" graphics and scale them. They do not have to be twice as big (as Phobus said) they can be bigger or smaller than twice.

2) Include some skins with your mod and use SetMarineSprite

3) You mean you just want to play a radio static "chhhhht" noise at the end of a scripted conversation or something? Just get a sound file, put it in a wad, define it in SNDINFO and play it using ambientsound or localambientsound.

Posted: Sat Aug 27, 2005 8:48 am
by SMG M7
Okay, thank you. I think I've got it done up right. :)

Posted: Sun Aug 28, 2005 3:55 pm
by ace
The Epidermis Emporium has some marine skins.

Posted: Sun Aug 28, 2005 4:06 pm
by MasterOFDeath
I'm glad you linked to that ace, I totally forgot about that site. I love skins.

Posted: Sun Aug 28, 2005 4:09 pm
by NiGHTMARE
That's the old address; the "new" site (which itself hasn't been updated for almost a year) is here: http://www.doomlegends.com/ee/eemain.html

Though it has to be said, nothing was actually added when it moved :).

Posted: Sun Aug 28, 2005 4:27 pm
by SMG M7
Actually, I was thinking of adding my own, but this may help. Thanks.

Edit: Nevermind, I don't think anything fits what I'm looking for.

Posted: Mon Aug 29, 2005 9:55 am
by SMG M7
I know I'm bumping with this, but I need some assistance with SNDINFO. I can't figure out what I'm doing wrong. Here's a copy-paste of my lump:

Code: Select all

$ambient 1 STATIC9 world continuous 120
The wav is named static 9 and I've saved it in doom format.

Posted: Mon Aug 29, 2005 10:47 am
by Ryan Cordell
SMG M7 wrote:I know I'm bumping with this, but I need some assistance with SNDINFO. I can't figure out what I'm doing wrong. Here's a copy-paste of my lump:

Code: Select all

$ambient 1 STATIC9 world continuous 120
The wav is named static 9 and I've saved it in doom format.
Did you give your sound, like DSSTATIC9 a logical name, for example

STATIC <insert big space> DSSTATIC9

Eh?.. Oh, and the insert big space is because.. Well, this forum doesn't like the overused space stuff. :P

Shouldn't the $ambient 1 be together too?

Posted: Mon Aug 29, 2005 2:10 pm
by Enjay
I think it should look more like this:

Code: Select all


STATIC9    DSSTAT9

$ambient 1 STATIC9 SURROUND CONTINUOUS 1.0


Posted: Mon Aug 29, 2005 9:10 pm
by SMG M7
Err.. I feel so stupid... Maybe it's my script. Help!

script 11 (void)

{

SetPlayerProperty(1, 1, PROP_FROZEN);

changecamera(6, 0, 0);

thing_activate(4);

thing_activate(5);

print(s: "\cbTraining Operator: Here's a live feed from the next trainee.");

delay(135);

light_fade(7, 0, 1);

delay(35);

print(s: "\cbOperator: It appears we are experincing technical difficu...");

ambientsound("DSSTAT9", 127);

}

Posted: Tue Aug 30, 2005 4:53 am
by sarge
Enjay wrote:1) You have to make "abnormally large" graphics and scale them. They do not have to be twice as big (as Phobus said) they can be bigger or smaller than twice.

2) Include some skins with your mod and use SetMarineSprite
How do I do these?

Posted: Tue Aug 30, 2005 9:22 am
by Enjay
SMG M7 wrote:Err.. I feel so stupid... Maybe it's my script. Help!

ambientsound("DSSTAT9", 127);
Well, that's where the problem line is. If your sound lump is called DSSTAT9 and you have set up a SNDINFO like the one I posted, you do not use DSSTAT9 but STATIC9 in your script. The logical name (ie the one from SNDINFO) is the one used by scripts, decorate, dehacked etc not the actual lump name.

Posted: Tue Aug 30, 2005 9:28 am
by Enjay
sarge wrote:How do I do these?
Can't give a detailed description ATM, I'm at work.

Big graphics scaled - well first of all you have to make the graphics - you're on your own there. The graphics should replace all the ones for an existing enemy if you want to scale one of them, or be enough for your new enemy if you are doing it via DECORATE. Then you either use dehacked and put a scale factor in the section for that enemy or add a scale factor to the definition of your DECORATE enemy. If you want your sprites to appear half their actual size, you'd use a factor of 0.5 etc.

For skins and changing them for the scripted marines, you have to make or get a suitable skin (links on this page should help), give the scripted marine in your map a tid and use ACS to change the skin of the marine using the command I posted above. When I get home, I should be able to post an example script if necessary but both of these things have been discussed a number of times so a forum search and a look through the Wiki whould pick them up.

If you want to change the scale factor for a skin, I think you can do that via the skin definition lump. Pretty sure LittleWhiteMouse did that in at least one of her mods.