[Feature Request] More options for rendering sprites

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Nash
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[Feature Request] More options for rendering sprites

Post by Nash »

The downside of a full mouselook is that sprites look really silly when viewed from extreme angles.

I propose more options that the user can choose for drawing the sprites.

How about an option to make vertical angle not change so drastically. So with a full up/down look, the sprite doesn't look dead cardboard flat, but rather just slightly angled.

Or just for fun, an option that doesn't change the angle at all. So even with a full up/down angle, the sprite looks like it's standing up straight. Haha.
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Post by Soultaker »

That may require extensive coding on Graf's part. Besides I see no reason for it. I like the way things are with the sprites currently.
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Post by wildweasel »

The way it is now, shooting projectile weapons straight up will disallow you from seeing them properly.
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Post by Nash »

Killmur wrote:Besides I see no reason for it. I like the way things are with the sprites currently.
You've gotta be kidding.
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Soultaker
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Post by Soultaker »

I do not even notice the whole problem unless I am using Edge with it's shitty shadow option. I am more of a 2D guy than a 3D guy also.
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Post by wildweasel »

Killmur wrote:Edge with it's shitty shadow option
Those can be disabled, y'know.
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Post by Nuxius »

Or just for fun, an option that doesn't change the angle at all. So even with a full up/down angle, the sprite looks like it's standing up straight. Haha.
zDoomGL has that option and it looks absolutely silly, especially for tall objects.
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Phobus
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Post by Phobus »

Really, you'll need 3-D models to fit into the 3-D environment. Who's up for it?
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Post by Soultaker »

3D models in DooM sucks ass. Ever seen the crappy 3D models for the DooMs Day port? I would rather stick to sprites since their easier to make and use plus they look 10 times better than 3D models.
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Post by Phobus »

I've seen crappy 3-D models. I was talking about good ones. However, if you can make sprites, perhaps with 8/16 vertical rotations then you come up with the problem of people who find spriting tedius as it is.
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Post by Nash »

I really don't mind making models for GZDoom if it supported models at all.
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Graf Zahl
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Post by Graf Zahl »

It will - once I have a little more spare time to properly implement them.

The first step is done: Since models are impossible to put into WADs without problems I added support to load them out of ZIPs.
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Post by wildweasel »

What format do you plan to have these models use? Will it be the current "standard" MD2 format, or will you be importing the MD3 format from the Quake 3 source?
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Graf Zahl
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Post by Graf Zahl »

MD2 is a requirement of course. And if I want to be able to use the models from the JDRP DMD is as well. Maybe I'll also do MD3 but the first 2 formats are more important because I have sufficient resources for testing.

I'll try to make it as modular as possible so that the code doesn't rely too much on one particular format though.
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Lexus Alyus
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Post by Lexus Alyus »

What about MDL?

:twisted:

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