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sprite alighnment

Sun, 15 Sep 2002 07:26:06

skadoomer

is there a console command that can change the alighnment of the sprites so they don't have their feet cut off on the floor?  I didn't see one in the doc files.  Also, is there a command line peramater to setup a screenshot option?  
Sun, 15 Sep 2002 15:36:56

JinnaiGuy

No on both counts it seems.<br><br>Janis has already said it's due to the way Vavoom draws sprites that their feet get clipped.  (It's actually an enhancement, I think)<br><br>The only way you could fix that is manually adjusting all the WAD's offsets and "pulling them" out of the ground.<br><br><br>As for the screenshots, they just don't work.  Janis doesn't even know why yet, last we checked.
Tue, 17 Sep 2002 05:20:48

skadoomer

i hardly see how clipping the feet is actually an enhancment, but in any case re-adjusting all the offsets seems to have fixed the problem... though its odd that even floaters can sink into the floor... don't know how i'll fix that.
Tue, 17 Sep 2002 07:10:23

JinnaiGuy

i hardly see how clipping the feet is actually an enhancment,
<br><br>I'm not completely familiar with the old-age DOOM engine, but I think ID software was originally taking advantage of some sort of slight visual error that gave a partial additive to their depth by making the enemies look more like they had their feet on the floor, as opposed to walking on tip-toes.<br><br>I don't know if you've ever caused a mass visual error in DOOM before, but if an enemy is visible who is below the floor, you're still able to see it, "distant".  It's really peculiar.<br><br>This was due to the methods implemented in the old sprite engine, where very speciailzed sprite clipping was just unnecessary and wouldn't be good for the then high-end (now extremely low-end) platforms of the day.  (486-33's I believe)  After all, all the floors were parallel to each other and perpendicular to the walls.<br><br><br><br>But now comes Vavoom.  Vavoom is a completely redesigned rendering system, which includes support for both sloping sectors and 3D floors.  Especially with the 3D floors, if this very particular sprite rendering (that causes the clipping) were not performed, you'd be liable to still "see" sprites "in" the floors.  Plus it'd be inefficient, and also not up to date with the heavily advanced rendering present all over.  (which now allows for full rotation in ALL directions)<br><br>In other words, the feet clipping isn't  the enhancement, but rather what broke in exchange for new super-cool rendering system.
Wed, 18 Sep 2002 03:25:59

Janis Legzdinsh

Actually the thing that causes this is z-buffering.<br><br>As of screenshots, I fixed the problem, it's up in CVS. Basicly the game path was duplicated, so if you create such path, it will work.

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