Format | Description | Used angles value |
---|---|---|
VP_PARALLEL |
Always faces the camera with roll applied. The majority of sprites are in this format. | Roll* |
VP_PARALLEL_ORIENTED |
Always faces the camera with roll applied. | Roll* |
VP_PARALLEL_UPRIGHT |
Faces the camera but the pitch is always 0. Useful for tree or fire sprites. | None |
FACING_UPRIGHT |
Faces the player's origin but the pitch is always 0. Seldom used. | None |
ORIENTED |
Fixed to the set Pitch Yaw Roll value.** Useful for overlays. | Pitch Yaw Roll* |
angles
is zero, the game code swaps it with the second (Yaw, i.e. the one set by Hammer/J.A.C.K. compass) value. For ORIENTED
sprite, use a non-zero Roll value e.g. 360
to prevent this.angles
. In other words, you only see it if you face about the same direction as the sprite's angles
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