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		<id>https://3dfxdev.net/edgewiki/index.php?action=history&amp;feed=atom&amp;title=Sprite</id>
		<title>Sprite - Revision history</title>
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		<updated>2026-06-06T12:00:04Z</updated>
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		<id>https://3dfxdev.net/edgewiki/index.php?title=Sprite&amp;diff=590&amp;oldid=prev</id>
		<title>Corbin: Created page with &quot;{{DoomWiki}}In Doom, a '''sprite''' is a series of images that can be used to display a thing. In the original Doom, adding or changing sprites (and flats) was a c...&quot;</title>
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				<updated>2017-01-20T04:25:54Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{DoomWiki}}In Doom, a &amp;#039;&amp;#039;&amp;#039;sprite&amp;#039;&amp;#039;&amp;#039; is a series of images that can be used to display a &lt;a href=&quot;/edgewiki/index.php?title=Thing&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Thing (page does not exist)&quot;&gt;thing&lt;/a&gt;. In the original &lt;a href=&quot;/edgewiki/index.php?title=Doom&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Doom (page does not exist)&quot;&gt;Doom&lt;/a&gt;, adding or changing sprites (and &lt;a href=&quot;/edgewiki/index.php?title=Flat&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Flat (page does not exist)&quot;&gt;flats&lt;/a&gt;) was a c...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{DoomWiki}}In Doom, a '''sprite''' is a series of images that can be used to display a [[thing]]. In the original [[Doom]], adding or changing sprites (and [[flat]]s) was a complicated process involving patches to the [[IWAD]]. [[3DGE]] handles these graphics differently, allowing you to easily add or change sprites with a [[PWAD]].&lt;br /&gt;
&lt;br /&gt;
More advanced techniques, such as fine-tuning offsets or the footprint, can be defined in either {{S-ddf|IMAGES|IMAGES}} or {{S-ddf|SPRITES|SPRITES}}. Alternatively, PNG sprites can use the [[grAb chunk]].&lt;br /&gt;
&lt;br /&gt;
=== Image names ===&lt;br /&gt;
&lt;br /&gt;
Sprite image names have the format:&lt;br /&gt;
&lt;br /&gt;
  NNNNFA[FA]&lt;br /&gt;
&lt;br /&gt;
where '''NNNN''' is an arbitrary name for the sprite, '''F''' is a letter specifying the frame position (walking1, walking2, shooting, etc), and '''A''' specifies the angle.&lt;br /&gt;
&lt;br /&gt;
==== Special names ====&lt;br /&gt;
There are three &amp;quot;reserved&amp;quot; sprite names that have specific effects.&lt;br /&gt;
;&amp;lt;tt&amp;gt;TNT1 A&amp;lt;/tt&amp;gt;&lt;br /&gt;
:Originally introduced by TeamTNT in [[Boom]], TNT1 frame A is an invisible sprite. Even if graphics are provided (for example, a TNT1A0 lump), it will remain invisible. For actors needing to be invisible, use TNT1.&lt;br /&gt;
&lt;br /&gt;
===Frames===&lt;br /&gt;
&lt;br /&gt;
You can have 29 frames of animation for any one sprite name, one for each letter of the alphabet plus '''[''', '''\''' or ''']'''. For example &amp;lt;b&amp;gt;POSSA1&amp;lt;/b&amp;gt; is the first walking frame of the zombie trooper, &amp;lt;b&amp;gt;POSSG1&amp;lt;/b&amp;gt; is the pain frame (the animations themselves can be controlled with [[DeHackEd|DEHACKED]] or [[DECORATE]] ).&lt;br /&gt;
&lt;br /&gt;
If using the '''\''' frame in a [[Using_ZIPs_as_WAD_replacement|PK3 archive format]], note that the file name for the sprite must use a caret ('''^''') instead of a backslash ('''\'''). The backslash character is still used in [[DECORATE]], however.&lt;br /&gt;
&lt;br /&gt;
If you require additional frames beyond [\], you can simply create a new sprite name. For instance, after using POSS]0, it would make sense to use POS2A0.&lt;br /&gt;
&lt;br /&gt;
===Angles===&lt;br /&gt;
&lt;br /&gt;
Generally, items and decorations have only one angle, denoted by a 0 (zero) after their frame letter. E.g. &amp;lt;b&amp;gt;BON1A0&amp;lt;/b&amp;gt; will be used to represent the health bonus no matter which angle you are looking at it from. Moving actors such as monsters and players typically have eight rotations in the original games. [[3DGE]] however allows you to have up to 16 rotations for each sprite. Here is a table that shows what character to use for each angle:&lt;br /&gt;
&amp;lt;css&amp;gt;table.wikitable th.inner { background-color: #d3a7e5; }  table.wikitable th.middle { background-color: #c1edfd; }  table.wikitable th.outer { background-color: #b6fda2; }&amp;lt;/css&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Sprite angle keys&amp;lt;br/&amp;gt;for each amount&amp;lt;br/&amp;gt;of rotations!!class=&amp;quot;outer&amp;quot;|4&amp;lt;br/&amp;gt;135°!!class=&amp;quot;outer&amp;quot;|C&amp;lt;br/&amp;gt;157.5°!!class=&amp;quot;outer&amp;quot;|5&amp;lt;br/&amp;gt;180°!!class=&amp;quot;outer&amp;quot;|D&amp;lt;br/&amp;gt;202.5°!!class=&amp;quot;outer&amp;quot;|6&amp;lt;br/&amp;gt;225°&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;outer&amp;quot;|B&amp;lt;br/&amp;gt;112.5°!!class=&amp;quot;middle&amp;quot;|4!!class=&amp;quot;middle&amp;quot;|5!!class=&amp;quot;middle&amp;quot;|6!!class=&amp;quot;outer&amp;quot;|E&amp;lt;br/&amp;gt;247.5°&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;inner&amp;quot;|Inner ring:&amp;lt;br/&amp;gt;No rotation!!class=&amp;quot;outer&amp;quot;|3&amp;lt;br/&amp;gt;90°!!class=&amp;quot;middle&amp;quot;|3!!class=&amp;quot;inner&amp;quot;|0!!class=&amp;quot;middle&amp;quot;|7!!class=&amp;quot;outer&amp;quot;|7&amp;lt;br/&amp;gt;270°&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;middle&amp;quot;|Middle ring:&amp;lt;br/&amp;gt;8 rotations!!class=&amp;quot;outer&amp;quot;|A&amp;lt;br/&amp;gt;67.5°!!class=&amp;quot;middle&amp;quot;|2!!class=&amp;quot;middle&amp;quot;|1!!class=&amp;quot;middle&amp;quot;|8!!class=&amp;quot;outer&amp;quot;|F&amp;lt;br/&amp;gt;292.5°&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;outer&amp;quot;|Outer ring:&amp;lt;br/&amp;gt;16 rotations!!class=&amp;quot;outer&amp;quot;|2&amp;lt;br/&amp;gt;45°!!class=&amp;quot;outer&amp;quot;|9&amp;lt;br/&amp;gt;22.5°!!class=&amp;quot;outer&amp;quot;|1&amp;lt;br/&amp;gt;0°!!class=&amp;quot;outer&amp;quot;|G&amp;lt;br/&amp;gt;337.5°!!class=&amp;quot;outer&amp;quot;|8&amp;lt;br/&amp;gt;315°&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
e.g '''POSSA9''' would be used to represent the {{Class|zombieman|trooper}} at an angle of 22.5 degrees. '''POSSAA''' is the trooper from a 67.5 degree angle.&lt;br /&gt;
&lt;br /&gt;
===Mirroring===&lt;br /&gt;
&lt;br /&gt;
Every sprite image can have one alternative mirrored position. Simply add another frame letter and angle notation after the first in the image name. For example, for &amp;lt;b&amp;gt;POSSA2A8&amp;lt;/b&amp;gt;, the actual image with this name will be flipped to show the trooper from the 315 degree angle.&lt;br /&gt;
&lt;br /&gt;
Note that positioning of the frame's &amp;quot;original&amp;quot; and the mirror is important. The frame not being mirrored goes first, along with the number.&lt;br /&gt;
&lt;br /&gt;
If for example, a sprite's 90 degree angle is facing to the right, it should be named like '''POSSA7A3'''. Otherwise, if it's facing to the left, it should be '''POSSA3A7'''. This is because the first side defined (in this case, the 270 degree frame known as 'angle 7') is destined to be the &amp;quot;original&amp;quot; sprite, which the engine will then mirror if another frame is defined after that one.&lt;br /&gt;
&lt;br /&gt;
It's also possible to change sprite frame references to mimic, for example, a character's right leg going forward and stepping down with '''POSSA8C2''', so actors can be more precise, even if it's not exactly the same. This can be used to help with flow, such as a big monster's walking cycle.&lt;/div&gt;</summary>
		<author><name>Corbin</name></author>	</entry>

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