Commented 14 years ago2010-03-08 07:11:37 UTC
in wiki page: Tutorial: Using SpritesComment #100500
Some additionnal stuffs :
THERE ARE 5 type of sprites (when you creat them with sprite explorer) :
Type 0: vp parallel upright => sprite that will have the same aspect, but if you get above the prite, it will still look plane (Fire effect is the best with them).
Type 1: facing upright => ??? I dunno, sry
Type 2: vp parallel => sprite that will have the same aspect, whenever you staring it at
Type 3: oriented => fixed sprite (See the TV in cs_bikini ? That's it).
Different entity that allows you to render sprites :
cycler_sprite : is better with model. Blocks player env_sprite : the normal entity env_beam : laser entity (scientist coffee is an env_beam with 2 info_targets). env_glow : for glowing lights, but NOT ONLY !!! That's the perfect entity for a fixed sprite (like the TV of cs_bikini, again :p). You can disabled "smartedit", and add "framerate", "angles" and "scale" (they are not default, but it work !!!
anyone know with sometimes you can't switch from face to world ? That create a mirrored texture and is very annoying... I have to rotate my brush like 3 or 4 times, or recreate a brush to get this working... d'oh...
You only need to make a cycler_sprite, choose the model, choose the sequence #, get framerate to 0 and you're done !! Why uncompiling ?? The entity does it all already !!!!
There are also some nice *.mdl files in maps like cs_manor, you can grab them and use them directly if you want...
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Can you do it in multiplayer ? I'm not sure env_beverage works in Counter-Strike for example... :/
now I know... thank u dude !!!
(anyway, not sure I'll use it for my map... seems a bit buggy, and if it does not export to *.map... :/)
THERE ARE 5 type of sprites (when you creat them with sprite explorer) :
- Type 0: vp parallel upright => sprite that will have the same aspect, but if you get above the prite, it will still look plane (Fire effect is the best with them).
- Type 1: facing upright => ??? I dunno, sry
- Type 2: vp parallel => sprite that will have the same aspect, whenever you staring it at
- Type 3: oriented => fixed sprite (See the TV in cs_bikini ? That's it).
- Type 4: vp parallel oriented => => ??? dunno too, sry
Different entity that allows you to render sprites :cycler_sprite : is better with model. Blocks player
env_sprite : the normal entity
env_beam : laser entity (scientist coffee is an env_beam with 2 info_targets).
env_glow : for glowing lights, but NOT ONLY !!! That's the perfect entity for a fixed sprite (like the TV of cs_bikini, again :p). You can disabled "smartedit", and add "framerate", "angles" and "scale" (they are not default, but it work !!!
I uncompiled cs_industrywest, and the data is :
240 240 240 40
and some different value for shade (a color near yellow with 200 brightness).
http://www.siteduzero.com/tutoriel-3-13244-optimisation-b-diminuer-les-r_speeds.html
It's in french, but aniway, the screensshots are VERY nice, and may help you to understand better...
Can it be used with counter-strike ??
the mp_teamlist does not work in CT, but maybe it's possible...
You only need to make a cycler_sprite, choose the model, choose the sequence #, get framerate to 0 and you're done !! Why uncompiling ?? The entity does it all already !!!!
There are also some nice *.mdl files in maps like cs_manor, you can grab them and use them directly if you want...
So, do not use more than 256*256 OR 256*512...
if you want to use 512*512 texture, then go map for source