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	<id>https://wiki.eduke32.com/w/index.php?action=history&amp;feed=atom&amp;title=Basics_sprites</id>
	<title>Basics sprites - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.eduke32.com/w/index.php?action=history&amp;feed=atom&amp;title=Basics_sprites"/>
	<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Basics_sprites&amp;action=history"/>
	<updated>2026-04-26T11:03:07Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.46.0-alpha</generator>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Basics_sprites&amp;diff=7795&amp;oldid=prev</id>
		<title>One at 13:10, 3 May 2009</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Basics_sprites&amp;diff=7795&amp;oldid=prev"/>
		<updated>2009-05-03T13:10:43Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:10, 3 May 2009&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l43&quot;&gt;Line 43:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 43:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Well, that covers the basics of sprites, so you can move on to the Tags section whenever you&amp;#039;ve had enough fun playing around.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Well, that covers the basics of sprites, so you can move on to the Tags section whenever you&amp;#039;ve had enough fun playing around.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Pages to be deleted]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>One</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Basics_sprites&amp;diff=7445&amp;oldid=prev</id>
		<title>The Commander at 15:29, 26 October 2008</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Basics_sprites&amp;diff=7445&amp;oldid=prev"/>
		<updated>2008-10-26T15:29:20Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:29, 26 October 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l6&quot;&gt;Line 6:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 6:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;Placing&amp;lt;/font&amp;gt;&amp;lt;/u&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;Placing&amp;lt;/font&amp;gt;&amp;lt;/u&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Start a new map and make a sector. It doesn&#039;t really matter what size, just as long as you have enough space to move about. In 2D mode, point the mouse cursor somewhere inside your sector and press &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. A pink object will appear which has a circle and a tail. This object is a sprite. The tail signifies which direction the sprite is facing. If you look at the sprite in 3D mode, it will be textured as the default brown brick texture.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Start a new map and make a sector. It doesn&#039;t really matter what size, just as long as you have enough space to move about. In 2D mode, point the mouse cursor somewhere inside your sector and press &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. A pink object will appear which has a circle and a tail. This object is a sprite. The tail signifies which direction the sprite is facing. If you look at the sprite in 3D mode, it will be textured as the default brown brick texture.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_01.png]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_01.png]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Pressing &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; in 3D mode also places a sprite. If the mouse cursor is pointed at the floor or ceiling, the sprite will appear directly on the floor/ceiling. If the mouse cursor is pointed at the wall, the sprite will be placed flat against the wall (this is referred to as &#039;wall-alignment&#039;). You can change the texture of a sprite just like everything else. Press &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;V&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on it once, and you&#039;ll see a list of all the sprite textures currently being used in the map. Since there are no other sprites in the map, only the brown brick texture will appear in the list. Press &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;V&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; again to get a complete texture list. You can pick &amp;lt;i&amp;gt;anything&amp;lt;/i&amp;gt; you want: enemies, guns, lights, bottles, garbage cans... anything.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Pressing &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; in 3D mode also places a sprite. If the mouse cursor is pointed at the floor or ceiling, the sprite will appear directly on the floor/ceiling. If the mouse cursor is pointed at the wall, the sprite will be placed flat against the wall (this is referred to as &#039;wall-alignment&#039;). You can change the texture of a sprite just like everything else. Press &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;V&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on it once, and you&#039;ll see a list of all the sprite textures currently being used in the map. Since there are no other sprites in the map, only the brown brick texture will appear in the list. Press &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;V&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; again to get a complete texture list. You can pick &amp;lt;i&amp;gt;anything&amp;lt;/i&amp;gt; you want: enemies, guns, lights, bottles, garbage cans... anything.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_02.png]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_02.png]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l16&quot;&gt;Line 16:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;Customizing&amp;lt;/font&amp;gt;&amp;lt;/u&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;Customizing&amp;lt;/font&amp;gt;&amp;lt;/u&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many of the keypresses that apply to sectors also apply to sprites. Highlight the sprite and press &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;R&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. The sprite will become wall-aligned. You&#039;ve just altered its relative alignment. There are three modes of relative alignment, all of which are cycled through using the &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;R&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; key: 3D (always faces the player), wall-alignment, and floor-alignment. Floor-alignment will cause some sprites to look meshed. As a general rule, only textures with square size values will look proper in floor-alignment mode. For example, some compatible texture sizes would be 32x32, 64x128, 32x256, etc. Some incompatible texture sizes would be 13x17, 57x9, 21x55, etc. You can change a sprite&#039;s angle in either 2D or 3D mode using &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;&amp;lt;&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; and &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many of the keypresses that apply to sectors also apply to sprites. Highlight the sprite and press &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;R&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. The sprite will become wall-aligned. You&#039;ve just altered its relative alignment. There are three modes of relative alignment, all of which are cycled through using the &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;R&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; key: 3D (always faces the player), wall-alignment, and floor-alignment. Floor-alignment will cause some sprites to look meshed. As a general rule, only textures with square size values will look proper in floor-alignment mode. For example, some compatible texture sizes would be 32x32, 64x128, 32x256, etc. Some incompatible texture sizes would be 13x17, 57x9, 21x55, etc. You can change a sprite&#039;s angle in either 2D or 3D mode using &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;&amp;lt;&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; and &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_03.png]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_03.png]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You can move a sprite up and down using &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;PGUP&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; and &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;PGDN&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. You can place a sprite directly onto the ceiling or floor using &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Ctrl + PGUP&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; or &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Ctrl + PGDN&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. Note that if a sprite is directly on the floor or ceiling, it will stick to it while it moves. You can shade a sprite with either &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Keypad +&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; / &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;-&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; or &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Apostrophe (&#039;) + S&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. You can assign palette values to sprites as well. Use &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Alt + P&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; and then enter any value from 0-25. Not all palette values cause a colour change. Check the Palette Reference section for details pertaining to the values.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You can move a sprite up and down using &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;PGUP&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; and &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;PGDN&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. You can place a sprite directly onto the ceiling or floor using &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Ctrl + PGUP&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; or &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Ctrl + PGDN&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. Note that if a sprite is directly on the floor or ceiling, it will stick to it while it moves. You can shade a sprite with either &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Keypad +&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; / &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;-&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; or &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Apostrophe (&#039;) + S&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. You can assign palette values to sprites as well. Use &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Alt + P&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; and then enter any value from 0-25. Not all palette values cause a colour change. Check the Palette Reference section for details pertaining to the values.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_04.png]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_04.png]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you walk into the sprite in 3D mode, you will automatically step up onto it. This is because its blocking flag is on. You can tell because it is pink in 2D mode. Most sprites are automatically blocked and hittable in the game. If you want to block or unblock a sprite, press &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;B&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on it. It will turn blue in 2D mode when the blocking flag is off. Setting the hitscan flag is done with &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; in 3D mode, and &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Ctrl + H&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; in 2D mode. Hitscanned sprites appear thick in 2D mode.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you walk into the sprite in 3D mode, you will automatically step up onto it. This is because its blocking flag is on. You can tell because it is pink in 2D mode. Most sprites are automatically blocked and hittable in the game. If you want to block or unblock a sprite, press &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;B&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on it. It will turn blue in 2D mode when the blocking flag is off. Setting the hitscan flag is done with &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; in 3D mode, and &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Ctrl + H&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; in 2D mode. Hitscanned sprites appear thick in 2D mode.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_05.png]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_05.png]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many sprites are oversized by default. You can stretch or shrink a sprite manually using &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Keypad 2/4/6/8&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. All &#039;active&#039; sprites (weapons, enemies, etc.) will automatically adjust themselves when the game starts (or when you reload the map), but I usually resize everything anyway.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Many sprites are oversized by default. You can stretch or shrink a sprite manually using &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;Keypad 2/4/6/8&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. All &#039;active&#039; sprites (weapons, enemies, etc.) will automatically adjust themselves when the game starts (or when you reload the map), but I usually resize everything anyway.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_06.png]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_06.png]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Here are just a few more sprite attributes you can modify in 3D mode. If you press &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;C&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on a sprite, it will center itself in the floor (as if it were floating amidst water). Use &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;T&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; to cycle through three modes of transparency. Pressing &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on a sprite will make it one-sided (this is only relevant to wall-aligned or floor-aligned sprites). To change a sprite back to being two-sided, just press &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; again. You can also flip sprites. Use &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yellow&lt;/del&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; to cycle through the different flip variations. Make sure you play around with all of these keys to get a basic idea of what they actually do.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Here are just a few more sprite attributes you can modify in 3D mode. If you press &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;C&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on a sprite, it will center itself in the floor (as if it were floating amidst water). Use &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;T&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; to cycle through three modes of transparency. Pressing &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on a sprite will make it one-sided (this is only relevant to wall-aligned or floor-aligned sprites). To change a sprite back to being two-sided, just press &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; again. You can also flip sprites. Use &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blue&lt;/ins&gt;&quot;&amp;gt;&amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; to cycle through the different flip variations. Make sure you play around with all of these keys to get a basic idea of what they actually do.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_07.png]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Image:basics_sprites_07.png]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l38&quot;&gt;Line 38:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 38:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;Finishing Up&amp;lt;/font&amp;gt;&amp;lt;/u&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;Finishing Up&amp;lt;/font&amp;gt;&amp;lt;/u&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When selecting textures, you may notice that many display a name. These are usually special textures which have a function in the game. For example, to select an enemy you would have to select an enemy texture that displays a name. If you wanted to place a pigcop in your level, you would have to texture a sprite with the &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lime&lt;/del&gt;&quot;&amp;gt;PIGCOP&amp;lt;/font&amp;gt; texture (#2000). If you use an unnamed texture for an enemy, it won&#039;t function in the game. Basically, as long as the texture you&#039;re using has a name, it will work like it should in the game. There are also other enemy textures such as &amp;lt;font color=&quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lime&lt;/del&gt;&quot;&amp;gt;PIGCOPSTAYPUT&amp;lt;/font&amp;gt;. These special textures will determine the enemy&#039;s initial position and behaviour.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When selecting textures, you may notice that many display a name. These are usually special textures which have a function in the game. For example, to select an enemy you would have to select an enemy texture that displays a name. If you wanted to place a pigcop in your level, you would have to texture a sprite with the &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;green&lt;/ins&gt;&quot;&amp;gt;PIGCOP&amp;lt;/font&amp;gt; texture (#2000). If you use an unnamed texture for an enemy, it won&#039;t function in the game. Basically, as long as the texture you&#039;re using has a name, it will work like it should in the game. There are also other enemy textures such as &amp;lt;font color=&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;green&lt;/ins&gt;&quot;&amp;gt;PIGCOPSTAYPUT&amp;lt;/font&amp;gt;. These special textures will determine the enemy&#039;s initial position and behaviour.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Note: If you raise an &amp;#039;active&amp;#039; sprite above the ground (weapons, health, enemies, etc.), it will automatically drop back to the floor in the game as soon as a player sees it. These sprites are coded to do so in the &amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt; files.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Note: If you raise an &amp;#039;active&amp;#039; sprite above the ground (weapons, health, enemies, etc.), it will automatically drop back to the floor in the game as soon as a player sees it. These sprites are coded to do so in the &amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt; files.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Well, that covers the basics of sprites, so you can move on to the Tags section whenever you&amp;#039;ve had enough fun playing around.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Well, that covers the basics of sprites, so you can move on to the Tags section whenever you&amp;#039;ve had enough fun playing around.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Basics_sprites&amp;diff=7444&amp;oldid=prev</id>
		<title>The Commander: New page: &lt;center&gt;&lt;font size=&quot;7&quot;&gt;&lt;b&gt;&lt;u&gt;Sprites&lt;/u&gt;&lt;/b&gt;&lt;/font&gt;&lt;/center&gt;   Now that you understand sectors, it&#039;s time to learn about sprites. Sprites make a level much more interactive. A sprite is ju...</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Basics_sprites&amp;diff=7444&amp;oldid=prev"/>
		<updated>2008-10-26T15:26:16Z</updated>

		<summary type="html">&lt;p&gt;New page: &amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;7&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Sprites&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;   Now that you understand sectors, it&amp;#039;s time to learn about sprites. Sprites make a level much more interactive. A sprite is ju...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;7&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Sprites&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you understand sectors, it&amp;#039;s time to learn about sprites. Sprites make a level much more interactive. A sprite is just an object. Weapons, ammo, enemies, babes, and even Duke himself are all sprites. There are also many &amp;#039;special sprites&amp;#039;, some of which are invisible in the game. These special sprites can do certain things depending on how you tag them. You&amp;#039;ll learn about tags in the next section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;Placing&amp;lt;/font&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start a new map and make a sector. It doesn&amp;#039;t really matter what size, just as long as you have enough space to move about. In 2D mode, point the mouse cursor somewhere inside your sector and press &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. A pink object will appear which has a circle and a tail. This object is a sprite. The tail signifies which direction the sprite is facing. If you look at the sprite in 3D mode, it will be textured as the default brown brick texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:basics_sprites_01.png]]&lt;br /&gt;
&lt;br /&gt;
Pressing &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;S&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; in 3D mode also places a sprite. If the mouse cursor is pointed at the floor or ceiling, the sprite will appear directly on the floor/ceiling. If the mouse cursor is pointed at the wall, the sprite will be placed flat against the wall (this is referred to as &amp;#039;wall-alignment&amp;#039;). You can change the texture of a sprite just like everything else. Press &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;V&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on it once, and you&amp;#039;ll see a list of all the sprite textures currently being used in the map. Since there are no other sprites in the map, only the brown brick texture will appear in the list. Press &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;V&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; again to get a complete texture list. You can pick &amp;lt;i&amp;gt;anything&amp;lt;/i&amp;gt; you want: enemies, guns, lights, bottles, garbage cans... anything.&lt;br /&gt;
&lt;br /&gt;
[[Image:basics_sprites_02.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;Customizing&amp;lt;/font&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of the keypresses that apply to sectors also apply to sprites. Highlight the sprite and press &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;R&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. The sprite will become wall-aligned. You&amp;#039;ve just altered its relative alignment. There are three modes of relative alignment, all of which are cycled through using the &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;R&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; key: 3D (always faces the player), wall-alignment, and floor-alignment. Floor-alignment will cause some sprites to look meshed. As a general rule, only textures with square size values will look proper in floor-alignment mode. For example, some compatible texture sizes would be 32x32, 64x128, 32x256, etc. Some incompatible texture sizes would be 13x17, 57x9, 21x55, etc. You can change a sprite&amp;#039;s angle in either 2D or 3D mode using &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;&amp;lt;&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Image:basics_sprites_03.png]]&lt;br /&gt;
&lt;br /&gt;
You can move a sprite up and down using &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;PGUP&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; and &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;PGDN&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. You can place a sprite directly onto the ceiling or floor using &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;Ctrl + PGUP&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; or &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;Ctrl + PGDN&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. Note that if a sprite is directly on the floor or ceiling, it will stick to it while it moves. You can shade a sprite with either &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;Keypad +&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; / &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;-&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; or &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;Apostrophe (&amp;#039;) + S&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. You can assign palette values to sprites as well. Use &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;Alt + P&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; and then enter any value from 0-25. Not all palette values cause a colour change. Check the Palette Reference section for details pertaining to the values.&lt;br /&gt;
&lt;br /&gt;
[[Image:basics_sprites_04.png]]&lt;br /&gt;
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If you walk into the sprite in 3D mode, you will automatically step up onto it. This is because its blocking flag is on. You can tell because it is pink in 2D mode. Most sprites are automatically blocked and hittable in the game. If you want to block or unblock a sprite, press &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;B&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on it. It will turn blue in 2D mode when the blocking flag is off. Setting the hitscan flag is done with &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; in 3D mode, and &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;Ctrl + H&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; in 2D mode. Hitscanned sprites appear thick in 2D mode.&lt;br /&gt;
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[[Image:basics_sprites_05.png]]&lt;br /&gt;
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Many sprites are oversized by default. You can stretch or shrink a sprite manually using &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;Keypad 2/4/6/8&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;. All &amp;#039;active&amp;#039; sprites (weapons, enemies, etc.) will automatically adjust themselves when the game starts (or when you reload the map), but I usually resize everything anyway.&lt;br /&gt;
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[[Image:basics_sprites_06.png]]&lt;br /&gt;
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Here are just a few more sprite attributes you can modify in 3D mode. If you press &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;C&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on a sprite, it will center itself in the floor (as if it were floating amidst water). Use &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;T&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; to cycle through three modes of transparency. Pressing &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; on a sprite will make it one-sided (this is only relevant to wall-aligned or floor-aligned sprites). To change a sprite back to being two-sided, just press &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; again. You can also flip sprites. Use &amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;code&amp;gt;F&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt; to cycle through the different flip variations. Make sure you play around with all of these keys to get a basic idea of what they actually do.&lt;br /&gt;
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[[Image:basics_sprites_07.png]]&lt;br /&gt;
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&amp;lt;u&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;Finishing Up&amp;lt;/font&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
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When selecting textures, you may notice that many display a name. These are usually special textures which have a function in the game. For example, to select an enemy you would have to select an enemy texture that displays a name. If you wanted to place a pigcop in your level, you would have to texture a sprite with the &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;PIGCOP&amp;lt;/font&amp;gt; texture (#2000). If you use an unnamed texture for an enemy, it won&amp;#039;t function in the game. Basically, as long as the texture you&amp;#039;re using has a name, it will work like it should in the game. There are also other enemy textures such as &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;PIGCOPSTAYPUT&amp;lt;/font&amp;gt;. These special textures will determine the enemy&amp;#039;s initial position and behaviour.&lt;br /&gt;
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Note: If you raise an &amp;#039;active&amp;#039; sprite above the ground (weapons, health, enemies, etc.), it will automatically drop back to the floor in the game as soon as a player sees it. These sprites are coded to do so in the &amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt; files.&lt;br /&gt;
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Well, that covers the basics of sprites, so you can move on to the Tags section whenever you&amp;#039;ve had enough fun playing around.&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
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