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- Last week I *tried* to send a mail that should help fellow graphics
- people if they want to design new sprites and stuff for Bad Mood. (Sebbe
- wanted info I think) I don't think it got there, and I've also dug out a
- little more info, so here we go again. (Footnote- I sent this again, but
- I'm not sure whether that got there, or whether it was just reflected back
- to me. Forgive me if the messages I send this week arrive twice, I'm still
- not sure exactly what's going where after my email recovered.)
-
- Sprites. You don't need to do all frames in all eight directions.
- There is a part in the Wad file that allows you to flip (horizontally) a
- sprite if it looks the same from both directions. This can save a fair bit
- of space in the wad and will cut down the amount of drawing needed on the
- part of the artist by about thirty per cent. Static objects (things) and
- dying/dead creatures look the same from all directions. Things can be
- animated.
-
- Here are a few sizes for reference. (pixels also count as units in
- size which is handy) Player sized creatures are 56 pixels high . The player
- is 32 pixels wide although most creatures are slightly wider (those brown
- imps are 40 wide I think), and this size dictates the size of spaces they
- can go down (half the width equals the radius). The pink demons are 60
- pixels wide(radius of 30), so can't follow the player down very narrow
- corridors. Incidentally, the corridor must be one unit wider than the
- sprite's size. Some of the bigger creatures are 48 wide by 64 high. As you
- can see the size of things is as variable as you like. There can be no more
- than 25 frames of animation for a single creature (the frames are numbered
- by a single letter a-z).
-
- Now for textues. There are two types and they're slightly
- different. Wall textures can apparently be any width you like (multiples of
- eight only though), but bear in mind that if you want them to tile properly
- ie.- no half texture at the end of a wall, then it would be wise to keep
- them to a standard and frequently used dimension (128 wide for standard
- walls I guess). If you want a wall to tile vertically, it must be 128
- pixels high. You can have a shorter texture if it has to fit into a low
- corridor, but it must not be used where it would tile as you'd get garbage
- at the top of the texture. I think a texture can also be higher than 128
- pixels if it doesn't have to tile. The average size of a normal wall tile
- would therefore be 128 by 128 pixels. Narrow ones are used for such things
- as corners and lights. Doors are no different to normal wall tiles.
-
- The textures for the floor and ceiling are called flats and are
- always 64 pixels square, so that's easy enough.
-
- Both flats and wall textures can be animated (I think- certainly
- flats, see the nuclear waste). Any sensible number of frames can be used.
- (Probably upto 25 frames like sprites).
-
- The sky is always 128 pixels high (if I remember rightly) and
- should wrap around with no visible join. one full rotation is 1024 pixels,
- but this is a little extravegant in memory, so smaller images can be used.
- A 512 pixel wide image will tile twice horizontally, but is wider than the
- screen so won't show. A 256 pixel wide image will tile four times, but
- isn't much less than a screen width, so you could probably get away with it
- (and conserve a bit of memory).
-
- I hope this is of some use. All info was extracted from the
- Doomspec file and a little bit from peeking at the graphics via WinDEU.
-
- Have another day.
-
- Robin Ball
-
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-