Who's responsible for static items? (jHexen RP)
Certain 2D static items in the original game, such as statues and torches, all rotate to face the camera. In the jHexen Resource Pack, the 2D items, which are now 3D items, all face in one direction. And by this I mean that all items of the same type face in the same direction, no matter where they are on the map. There's no real compass in the game, so I can't give you a cardinal direction, but I can show you a couple of screencaps taken from a room in the Darkmere area of Hub 2, exhibiting a couple of rows of Minotaur statues. Note that each row is directly across the room from the other, and also note my inability to find the "Take Screenshot" key, and try not to mind the console in the way.
Also, what attachment types are allowed? I've tried every image filetype under the sun, and I keep getting the "The extension xxx is not allowed" message.
Row 1 (Let's call it North)
Row 2 (South)
Also, what attachment types are allowed? I've tried every image filetype under the sun, and I keep getting the "The extension xxx is not allowed" message.
Row 1 (Let's call it North)
Row 2 (South)
Comments
Raven probably didn't pay any attention to the facing directions for objects that had sprites without rotations, since the facing direction of such objects had no visual effect on things.
The only solutions are to manually edit the maps to change the facing directions of these objects or to alter the model definitions to make the model rotate with the player (by adding df_alignyaw and/or df_alignpitch flags), like the original sprites.
In my opinion the only real options are:
A) Implement an algorithm within the engine that attempts to automatically rotate them in suitable direction (very unlikely we'd hit upon a method to obtain a 100% success rate).
Implement a feature within the engine which allows users to supply additional Thing rotation information which can be used to patch the maps after loading.
The ideal solution would be a combination of both; an automatic solution which works 90% of the time, with the facility for users to manually override when the automatic method fails.
i know eduke32 has the ability to read special .mhk files which allows to rotate all the objects in a map to the right angle
isnt it possible to implent something similar into doomsday?
i always hated that objects in heretic and hexen were rotated incorrectly,
and you'd get statues facing walls and stuff like that when in-game )
so if the option for a filetype to rotate items correctly gets implented id gladly help to fix that for maps
something like those mhk files eduke32 uses are just a few bytes each, so adding those will hardly make any difference at all in file-size, lol
it is the amount of models and textures it has and the detail to them which makes the eduke32 HRP so much bigger
I remember going through maps with an editor trying to turn the torches only to watch them turn again before my eyes during testing when they changed state from unlit to lit. I got frustrated and quit.
Why these both are 2 Models ?
is it not simplier to use the same model but only the second one with the flame effect ?