First off, thanks for a cool port for one of my favourite games.
Secondly, here is a stupid question. In polymost renderer every sprite that is not wall- or floor-aligned appears like it is actualy wall-aligned but is.. like.. rotating to always show it's face. Looks really weird and nasty if you look upside down at one of those. So the question is, is there any way to get those sprites look undistorted despite the point of view?
Genjuro Kibagami at
u mean it looks wierd and nasty because they look like thin lines when u look down at them?
its called camera alignment i think, what u are wanting is view plane alignment which would put it back so that when u look down at a sprite it should stare straight back at you.
dont ask me how to change that tho, try looking throo the cfg and con files.
TX at
Genjuro Kibagami said
u mean it looks wierd and nasty because they look like thin lines when u look down at them?
its called camera alignment i think, what u are wanting is view plane alignment which would put it back so that when u look down at a sprite it should stare straight back at you.
dont ask me how to change that tho, try looking throo the cfg and con files.
You would almost sound intelligent if it wasn't for that last line.
Genjuro Kibagami at
Hey i was just trying to clarify what the problem was, not solve it.
I know nothing of how the port works, neither do i have any programming knowledge.
So i just came out with the only answer I could concur from lack of information.
your so demeaning all the time :?:
The Commander at
Genjuro Kibagami said
your so demeaning all the time :?:
Thats how TX is so known all over the comunity. I dont think he is going to change his personality just because you dont like it. He is TX and this is how he will allways be. I dont have a problem it. I have growen used to it and I have allways found my self smiling when ever i see him taking anger out on nOOb's who ask stupid Q. which can be answerd in the release notes or have allready been asnswerd in the fourms. :D
Genjuro Kibagami at
Well I kinda knew that already, just meant it as a joke :D
I suppose when ppl keep asking gormless questions all the time it does tend to make people like that.
Mblackwell at
He was referring to the fact that the last line of your post was complete nonsense as far as the english language goes... o.0
"Avatar control panel: Only one image can be displayed at a time, its width can be no greater than 80 pixels, the height no greater than 80 pixels, and the file size no more than 6 KB" :mrgreen:
The Commander at
Thanks Maren. I was just to lazy to get around to doing it myself. :)
SamSwashbuckler at
Yep, TX is an asshole to noobs, I am too, it's usually what they deserve.
Retodon8 at
If I remember correctly that's the "billboard" setting... or wait, that was Zdoom.
Anyway, as far as I know you either have to deal with flat sprites, like the aligned ones in the regular DN3D, which turn into lines when looked at from some positions, or long sprites don't... rotate (for the lack of a better word) with the view like all vertical lines do.
You know, the vertical lines that used to always remain vertical, even when looking up and down, distorting the view.
If you fix that, but not the sprites, they seem to rotate relative to their surroundings.
It's never perfect, since sprites simply are limited.
Skeksis at
I'd definitely prefer sprites aligned to the view plane rather than the camera. Obviously they're not going to look perfect in a full 3D environment no matter how you align them, but at least having them always facing you will help to retain some sense of solidity in the object.
Retodon8 at
Even if they always face you, which is default sprite behaviour (enemies and the like differ in that they look different from each angle, but the different sprites still always face you) they will shrink 2D-ishly, eventually turning into a line when seen from the top or bottom.
Anyway, I'm having the Doom ports in my mind right now, where I think it was called "billboard" something, but I have no idea about Jonof's port... should check it sometime though.
I'm probably just adding to the confusion right now, so sorry. :)