Scaling Issue
#1 Posted 03 January 2017 - 09:57 PM
Example:
I placed a Trooper and some pick ups in the room and then made a desk that was to scale with them.
But when I load up the map in the game, Duke, the trooper and the pick ups are way smaller.
It's always been something that has put me off making maps for Duke 3D, is there any way to make the sprites default editor size the same as the ingame size?
#2 Posted 03 January 2017 - 10:01 PM
xMobilemux, on 03 January 2017 - 09:57 PM, said:
Example:
I placed a Trooper and some pick ups in the room and then made a desk that was to scale with them.
But when I load up the map in the game, Duke, the trooper and the pick ups are way smaller.
It's always been something that has put me off making maps for Duke 3D, is there any way to make the sprites default editor size the same as the ingame size?
In 3D Mode try putting your cursor on a sprite object and pressing the key "/" Actually while that restores the sprite object to their default size in Mapster their default size appears too large compared to in game. Also your screenshots reveal a potential bug as well. Notice in Mapster the Alien Trooper is Blue but in the Game he takes on a green palette. I just noticed this now while testing this exact same thing. I wonder if this palette change has something to do with the new palettes required for World Tour?
It looks like the sprite classifies the size of the sprite by its repeat value 0,0. There must be a config file where you can set the default size you want for the tilesart number. I checked most of the config files and the only area that can manipulate the sprite object was the tiles.cfg but that looks to only modify the color of the object and not the physical size. I'll keep looking.
This is a good question, there is no way this setting would be in a con file because the actors are the proper size in game. So there must be some type of size adjustment that happens within mapster itself.
This post has been edited by Paul B: 03 January 2017 - 11:02 PM
#3 Posted 03 January 2017 - 10:06 PM
Paul B, on 03 January 2017 - 10:01 PM, said:
Just says Sprite and Panning reset, sprite stays the same size.
#4 Posted 03 January 2017 - 10:24 PM
Paul B, on 03 January 2017 - 10:01 PM, said:
It's always been that way all the way back to DOS BUILD. The blue colour and the sprite sizes. I just learned to live with it as I've guessed many others have. Never thought about fixing it. Is there a reason for it being that way though? Hendricks? TX?
This post has been edited by MusicallyInspired: 03 January 2017 - 10:25 PM
#5 Posted 04 January 2017 - 12:25 AM
As for blue trooper, that was the original color of the enemy but it seems like they decided to apply palette 22 in game for the assault trooper because they thought it was looking cooler and also because they don't have to go back to modify all the sprites that way. And maybe also for the fact that blue is the color that you can apply a different palette for it.
#6 Posted 04 January 2017 - 12:39 AM
RunningDuke, on 04 January 2017 - 12:25 AM, said:
As for blue trooper, that was the original color of the enemy but it seems like they decided to apply palette 22 in game for the assault trooper because they thought it was looking cooler and also because they don't have to go back to modify all the sprites that way. And maybe also for the fact that blue is the color that you can apply a different palette for it.
You are mostly correct. There are two types of resizing that occur: hardcoded resizing and scripted resizing. Hardcoded resizing applies to many of the important sprites that are original to the first release of the game, such as weapons, ammo and many of the enemies. The palette change on LIZTROOP from 0 to 22 is also hardcoded. It will happen at map load time before you see the sprites in game. Scripted resizing happens when a sprite has CON script telling it to be a certain size. That does not occur until after map load, when the sprite "wakes up" in game. This is true of NEWBEAST and some other sprites. With the modern eduke script, it is possible to to make sprites resize at map load time as if they were hardcoded to do so, but that's not something you would want to mess with if you are just building maps. In any case, none of this is considered a bug.
#7 Posted 06 January 2017 - 08:37 AM
#8 Posted 06 January 2017 - 09:25 AM
Otherwise it potentially breaks the original maps, and decades of mods.
#9 Posted 06 January 2017 - 09:58 AM
These are the dimensions for the enemies and weapons/ammo/items sprites. Check the link below for more info.
Quote
- RAT (#1267) = [48,48]
- SHARK (#1550) = [60,60]
- LIZTROOP (#1680) = [40,40]
- LIZTROOPRUNNING (#1681) = [40,40]
- LIZTROOPSTAYPUT (#1682) = [40,40]
- LIZTROOPSHOOT (#1715) = [40,40]
- LIZTROOPJETPACK (#1725) = [40,40]
- LIZTROOPONTOILET (#1741) = [40,40]
- LIZTROOPJUSTSIT (#1742) = [40,40]
- LIZTROOPDUCKING (#1744) = [40,40]
- OCTABRAIN (#1820) = [40,40]
- OCTABRAINSTAYPUT (#1821) = [40,40]
- DRONE (#1880) = [40,40]
- COMMANDER (#1920) = [40,40]
- COMMANDERSTAYPUT (#1921) = [40,40]
- TANK (#1975) = [60,60] (must "see" the player before it will autosize)
- PIGCOP (#2000) = [40,40]
- PIGCOPSTAYPUT (#2001) = [40,40]
- PIGCOPDIVE (#2045) = [40,40]
- LIZMAN (#2120) = [40,40]
- LIZMANSTAYPUT (#2121) = [40,40]
- LIZMANSPITTING (#2150) = [40,40]
- LIZMANFEEDING (#2160) = [40,40]
- LIZMANJUMP (#2165) = [40,40]
- ROTATEGUN (#2360) = [40,40]
- GREENSLIME (#2370) = [40,40]
- ORGANTIC (#2420) = [40,40] (sprite shrinks from [40,40] to [32,32] upon sight of the player)
- BOSS1 (#2630) = [80,80] in Boss form; [40,40] in Mini-Boss form (i.e. with palette)
- BOSS1STAYPUT (#2631) = [80,80] in Boss form; [40,40] in Mini-Boss form (i.e. with palette)
- BOSS2 (#2710) = [80,80] in Boss form; [40,40] in Mini-Boss form (i.e. with palette)
- BOSS3 (#2760) = [80,80] in Boss form; [40,40] in Mini-Boss form (i.e. with palette)
- NEWBEAST (#4610) = [40,40] (must "see" the player before it will autosize)
- NEWBEASTHANG (#4670) = [40,40] (must "see" the player before it will autosize)
- NEWBEASTHANGDEAD (#4671) = [40,40] (must "see" the player before it will autosize)
- BOSS4 (#4740) = [80,80] in Boss form; [40,40] in Mini-Boss form (i.e. with palette)
- BOSS4STAYPUT (#4741) = [80,80] in Boss form; [40,40] in Mini-Boss form (i.e. with palette)
Weapon/Inventory Sprites:
- FIRSTGUNSPRITE (#21) = [32,32]
- CHAINGUNSPRITE (#22) = [32,32]
- RPGSPRITE (#23) = [32,32]
- FREEZESPRITE (#24) = [32,32]
- SHRINKERSPRITE (#25) = [32,32]
- HEAVYHBOMB (#26) = [9,9]
- TRIPBOMBSPRITE (#27) = [32,32]
- SHOTGUNSPRITE (#28) = [32,32]
- DEVISTATORSPRITE (#29) = [32,32]
- FREEZEAMMO (#37) = [32,32]
- AMMO (#40) = [16,16]
- BATTERYAMMO (#41) = [32,32]
- DEVISTATORAMMO (#42) = [32,32]
- RPGAMMO (#44) = [32,32]
- GROWAMMO (#45) = [32,32]
- CRYSTALAMMO (#46) = [32,32]
- HBOMBAMMO (#47) = [32,32]
- AMMOLOTS (#48) = [32,32] (invisible)
- SHOTGUNAMMO (#49) = [32,32]
- COLA (#51) = [32,32]
- SIXPAK (#52) = [32,32]
- FIRSTAID (#53) = [32,32]
- SHIELD (#54) = [32,32]
- STEROIDS (#55) = [32,32]
- AIRTANK (#56) = [32,32]
- JETPACK (#57) = [32,32]
- HEATSENSOR (#59) = [32,32]
- ACCESSCARD (#60) = [32,32]
- BOOTS (#61) = [32,32]
- ATOMICHEALTH (#100) = [32,32]
- HOLODUKE (#1348) = [32,32]
http://infosuite.duk...s_compatibility
Just resize them in the editor. You'll get used to it.
#10 Posted 06 January 2017 - 10:24 AM
Mblackwell, on 06 January 2017 - 09:25 AM, said:
Otherwise it potentially breaks the original maps, and decades of mods.
I'll be clearer. I don't want Eduke to resize them and break previous maps. No, I'm suggesting make Mapster place them at Eduke's "in game" size. What purpose is it serving to have Mapster place them oversized? The reason must be so obvious I'm missing it.
This post has been edited by Mark.: 06 January 2017 - 10:27 AM
#11 Posted 14 January 2017 - 07:57 PM
#14 Posted 15 January 2017 - 11:20 AM
Hendricks266, on 15 January 2017 - 10:12 AM, said:
Yes, that's that what I meant. Thank you, I couldn't recall the name.
#15 Posted 16 January 2017 - 04:31 PM
for i allsprites, ifactor LIZTROOP, sizeat 40 40
Then after launching mapster you would have to include the script by typing in console: include scripts\DefaultSize.m32 (Assuming the script was placed in the default script folder). I havent tested this process, feel free to correct me if i am wrong.
If you wanted to get fancy, you could probably group all items that share the same size (values) into an array and process them with a function to optimize the code. Otherwise i can see a lot of repetition. Can someone confirm if this would work?
This post has been edited by Paul B: 16 January 2017 - 07:52 PM