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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
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DT_VerticalSprite
- Skywolf
- OldUnreal Member
- Posts: 880
- Joined: Sun Aug 02, 2009 12:20 pm
DT_VerticalSprite
Does DT_VerticalSprite DrawType setting even do anything? All I can find about it is that it is unused in UE2 so I assume it is here aswell.
I'm looking for a way to render sprites like how monster are done in Doom and I assume that this is supposed to do that. But if I'm right and it indeed doesnt work, is there an alternative? or can we get this functional in 227?
I'm looking for a way to render sprites like how monster are done in Doom and I assume that this is supposed to do that. But if I'm right and it indeed doesnt work, is there an alternative? or can we get this functional in 227?
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament .
- Smirftsch
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Re: DT_VerticalSprite
you are right, its entirely unused. No idea yet how much effort it is to implement.
Sometimes you have to lose a fight to win the war.
- han
- Global Moderator
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- Joined: Wed Dec 10, 2014 12:38 am
Re: DT_VerticalSprite
DT_Sprite already gets rendered facing the player or do I miss a bit here?I'm looking for a way to render sprites like how monster are done in Doom
/edit:
On a second thought, you probably don't want to have parts of the Sprite truncated when it is inside the floor. One approach might be to draw them a bit closer to the player. However, for some more advanced solution, you should probably draw the sprite actors in PreRenderFlash() or sth. "by hand". So you could clear the Z-Buffer. However this in turn requirest hat you probably should sort the sprite actors for drawing yourself, and that you might end up doing a FastTrace for each of them to see if they are occluded by level geometry.
Advanved advanced solution:
[cut]
Last edited by han on Fri Aug 14, 2015 3:56 pm, edited 1 time in total.
- Skywolf
- OldUnreal Member
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- Joined: Sun Aug 02, 2009 12:20 pm
Re: DT_VerticalSprite
Doom renders sprites in such a way that they only rotate on the vertical axis when facing the player (atleast in ZDoom as the original doesnt allow looking up/down but you can still see it on larger sprites). Similair to setting a MeshEmitter its ParticleRotation to MEP_YawingToCamera. And yes, I can use that but to have particle emitter to make a static object doesnt work that great. Especially when you want to make the sprite translucent.DT_Sprite already gets rendered facing the player or do I miss a bit here?I'm looking for a way to render sprites like how monster are done in Doom
Last edited by Skywolf on Fri Aug 14, 2015 2:18 pm, edited 1 time in total.
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament .
- han
- Global Moderator
- Posts: 686
- Joined: Wed Dec 10, 2014 12:38 am
Re: DT_VerticalSprite
Ok i downloaded ZDoom and Shareware files. But I'm unable to see the difference. For both Unreal and ZDoom the sprite is just scaled and moved on screen. Mind giving me an another explaination whats different?
- Skywolf
- OldUnreal Member
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Re: DT_VerticalSprite
^Similair to setting a MeshEmitter its ParticleRotation to MEP_YawingToCamera.
[url=[/url]. Left is what I want only without having to use a MeshEmitter for it. Right is what DT_Sprite does (or in my case a MeshEmitter with MEP_FacingCamera as ParticleRotation).
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament .
- yrex .
- OldUnreal Member
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Re: DT_VerticalSprite
If you have Unreal 227, try this:
bStatic=False
DrawType=DT_Mesh
Mesh=Mesh'Emitter.EmitSheetM'
RenderIteratorClass=Class'Emitter.ActorFaceCameraYawRI'
bStatic=False
DrawType=DT_Mesh
Mesh=Mesh'Emitter.EmitSheetM'
RenderIteratorClass=Class'Emitter.ActorFaceCameraYawRI'
My work | contact: ampoyrex at wp dot pl
- Skywolf
- OldUnreal Member
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- Joined: Sun Aug 02, 2009 12:20 pm
Re: DT_VerticalSprite
That works great! Thanks .
Still really convoluted for something that should be just a DrawType imho. But you cant argue with result I guess.
Still really convoluted for something that should be just a DrawType imho. But you cant argue with result I guess.
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament .