Sprite billboard, X/Y- axis on certain sprites only?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
fr1dd
Posts: 18
Joined: Thu Jul 28, 2011 15:23
Location: Sweden

Sprite billboard, X/Y- axis on certain sprites only?

Post by fr1dd »

Is it possible to use the x/y- axis function on certain sprites only like enemies, barrels and pickups?

When using 360° mouselook it's very nice to not see ''paper'' enemies and such. But it looks ridiculous when torches, lamps and pillars start moving around when looking up and down when they are meant to be stationary.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: Sprite billboard, X/Y- axis on certain sprites only?

Post by Enjay »

Yes it's possible if you alter the decorate definitions of the actors so that they use the forcexybillboard flag:

http://zdoom.org/wiki/actor_flags#FORCEXYBILLBOARD

One note of caution, actors forced to behave like this (either through the menu setting of via their DECORATE) do not respect the different lighting that may exist over/under a 3D floor. e.g. consider a 3D floor that is dark below the floor and bright above it. An actor with XY billboarding will use the light value above the floor even if it is below the floor and so will appear very bright in the otherwise darkened area below the floor. So, use with caution and, perhaps, restrict it to naturally bright actors. (IMO it works bet with fireballs and similar effects anyway.)
fr1dd
Posts: 18
Joined: Thu Jul 28, 2011 15:23
Location: Sweden

Re: Sprite billboard, X/Y- axis on certain sprites only?

Post by fr1dd »

Enjay wrote:Yes it's possible if you alter the decorate definitions of the actors so that they use the forcexybillboard flag:

http://zdoom.org/wiki/actor_flags#FORCEXYBILLBOARD

One note of caution, actors forced to behave like this (either through the menu setting of via their DECORATE) do not respect the different lighting that may exist over/under a 3D floor. e.g. consider a 3D floor that is dark below the floor and bright above it. An actor with XY billboarding will use the light value above the floor even if it is below the floor and so will appear very bright in the otherwise darkened area below the floor. So, use with caution and, perhaps, restrict it to naturally bright actors. (IMO it works bet with fireballs and similar effects anyway.)
Ok. Then I know it's at least possible.
It would be nice if gzdoom had some more sprite billboard preset menu options like:

1. Y axis (already)
2. X/Y axis (already)
3. X/Y axis (monsters only)
4. X/Y axis (projectiles, effects only)
5. X/Y axis (pickups and barrels only)
6. X/Y axis (monsters, projectiles, effects, barrels, pickups only)

Just for example.


Thanks anyway :)
Locked

Return to “GZDoom”