by Gez » Sun Mar 06, 2016 15:11
The sprites have no names in the VSWAP files. Internally, Wolf addresses them by index. So in SLADE 3 they'll get names like SPR00049 (which means it's the 50th sprite, since the first is SPR00000). Then you need to cross-reference that with the relevant map file from ecwolf.pk3 (depending on which VSWAP you're looking: wl1map.txt for Wolf demo, wl6map.txt for full Wolf, sodmap.txt for Spear of Destiny, sd2map.txt for Return to Danger, sd3map.txt for The Ultimate Challenge). There, you'll find several lists of entries, the one you'll want is the "sprites" block. So for example, the 50th sprite in Return to Danger is BUBLA0, so there you go, SPR00049 = BUBLA0, and indeed it's those weird blue bubbles.
Unfortunately, they aren't numbered, so it can be easy to make mistakes. If you're using an advanced text editor it's always possible to automatically replace ",\t" by ",\n\t" so that each entry is on one line, then remove the empty lines and you can use the editor's line numbering.
The sprites have no names in the VSWAP files. Internally, Wolf addresses them by index. So in SLADE 3 they'll get names like SPR00049 (which means it's the 50th sprite, since the first is SPR00000). Then you need to cross-reference that with the relevant map file from ecwolf.pk3 (depending on which VSWAP you're looking: wl1map.txt for Wolf demo, wl6map.txt for full Wolf, sodmap.txt for Spear of Destiny, sd2map.txt for Return to Danger, sd3map.txt for The Ultimate Challenge). There, you'll find several lists of entries, the one you'll want is the "sprites" block. So for example, the 50th sprite in Return to Danger is BUBLA0, so there you go, SPR00049 = BUBLA0, and indeed it's those weird blue bubbles.
Unfortunately, they aren't numbered, so it can be easy to make mistakes. If you're using an advanced text editor it's always possible to automatically replace ",\t" by ",\n\t" so that each entry is on one line, then remove the empty lines and you can use the editor's line numbering.