I can see why what you suggested should work, but if I put anything other than zero in the roll for the pivot, the sprites seem to dissappear. If I put values in the pivot's yaw and pitch, I seems as if the sprites changing their own angles in the way you'd expect - its just roll that seems to mess it all up.
Here's what I have now:
Is this what you meant me to do? (camera\pivot is parented to the actual camera)
Here's what I have now:
RotateEntity camera\pivot,0,0,s\angle#, True TFormPoint s\x,s\y,s\z,0,camera\pivot If TFormedZ#()>0 TFormVector -s\s,-s\s,0,camera\pivot,0 VertexCoords s\surf,s\verti[0],s\x+TFormedX#(),s\y+TFormedY#(),s\z+TFormedZ#() TFormVector s\s,-s\s,0,camera\pivot,0 VertexCoords s\surf,s\verti[1],s\x+TFormedX#(),s\y+TFormedY#(),s\z+TFormedZ#() TFormVector -s\s,s\s,0,camera\pivot,0 VertexCoords s\surf,s\verti[2],s\x+TFormedX#(),s\y+TFormedY#(),s\z+TFormedZ#() TFormVector s\s,s\s,0,camera\pivot,0 VertexCoords s\surf,s\verti[3],s\x+TFormedX#(),s\y+TFormedY#(),s\z+TFormedZ#() VertexColor s\surf,s\verti[0],s\r,s\g,s\b,s\a VertexColor s\surf,s\verti[1],s\r,s\g,s\b,s\a VertexColor s\surf,s\verti[2],s\r,s\g,s\b,s\a VertexColor s\surf,s\verti[3],s\r,s\g,s\b,s\a EndIf
Is this what you meant me to do? (camera\pivot is parented to the actual camera)