Difference between revisions of "Adding custom sprites"
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Sprites in DOOM are easy to edit with the right tool. Usually, they are exported/imported to and from .bmp images via DeuTex and it's Windows counterpart WinTex. On the Macintosh Port, graphics are edited on a slightly cruder interface via the Deimos program(the name standing for 'Doom Editing Interface for the Macintosh Operating System'). Any way, the editable sprites have a four-letter code, a letter key, and one or two rotations. A good example of this is the [[Imp]]'s first walking frame [[lump]]s, labeled TROOA1, TROOA2A8, TROOA3A7, TROOA4A6, and TROOA5. Rotation-wise, if a lump adds another rotation to it's name, then the opposite rotation is a mirrored image of the same sprite image. | Sprites in DOOM are easy to edit with the right tool. Usually, they are exported/imported to and from .bmp images via DeuTex and it's Windows counterpart WinTex. On the Macintosh Port, graphics are edited on a slightly cruder interface via the Deimos program(the name standing for 'Doom Editing Interface for the Macintosh Operating System'). Any way, the editable sprites have a four-letter code, a letter key, and one or two rotations. A good example of this is the [[Imp]]'s first walking frame [[lump]]s, labeled TROOA1, TROOA2A8, TROOA3A7, TROOA4A6, and TROOA5. Rotation-wise, if a lump adds another rotation to it's name, then the opposite rotation is a mirrored image of the same sprite image. | ||
[[Category:Editing tutorial]] | [[Category:Editing tutorial]] |
Revision as of 12:22, 11 March 2005
This article or section needs to be cleaned up. Please edit it to conform to a higher standard of article quality. |
Sprites in DOOM are easy to edit with the right tool. Usually, they are exported/imported to and from .bmp images via DeuTex and it's Windows counterpart WinTex. On the Macintosh Port, graphics are edited on a slightly cruder interface via the Deimos program(the name standing for 'Doom Editing Interface for the Macintosh Operating System'). Any way, the editable sprites have a four-letter code, a letter key, and one or two rotations. A good example of this is the Imp's first walking frame lumps, labeled TROOA1, TROOA2A8, TROOA3A7, TROOA4A6, and TROOA5. Rotation-wise, if a lump adds another rotation to it's name, then the opposite rotation is a mirrored image of the same sprite image.