Custom Entity Sprites Created 5 years ago2018-12-13 18:14:23 UTC by PeterBrev PeterBrev

Created 5 years ago2018-12-13 18:14:23 UTC by PeterBrev PeterBrev

Posted 5 years ago2018-12-13 18:14:23 UTC Post #341445
So, during the development of Hard Duty, I figured I'd do some sprite design cause most of them don't have a sprite or I don't like 'em.

So I spent a day or so creating those sprites for myself, but I figured you can use them too if you want them. Some images I took from Google Image, some I did myself (some based off the Source version like trigger_auto and trigger_relay, but who cares?). I use them in J.A.C.K. but I've tested them in Sledge and default Hammer and they work fine there too.
Sprites in JackhammerSprites in Jackhammer
For those who use a custom FGD, here is what you need to replace the current FGD lines with:
@PointClass base(Targetname) iconsprite("sprites/trigger_cdaudio.spr") = target_cdaudio : "Plays music off of a CD or from the Media folder if no CD is found."
@PointClass base(Targetname) iconsprite("sprites/env_shake.spr") = env_shake : "Shakes the screen."
@PointClass base(Targetname) color(255 255 128) iconsprite("sprites/env_global.spr") = env_global : "Determines a global state. This entity can be used to have an event fire in one map while having the trigger mechanism in another map."
@PointClass base(Targetname, Target, RenderFields) iconsprite("sprites/env_render.spr") = env_render : "Controls the rendering of a brush entity. Especially useful if you are working on a scripted scene where a train would arrive at great speeds and then fly in the air, spinning around before crashing."
@PointClass base(Targetname) iconsprite("sprites/game_end.spr")  = game_end : "End this multiplayer game."
@PointClass base(Targetname) iconsprite("sprites/env_explosion.spr") = env_explosion : "Creates a configurable explosion effect."
@PointClass base(Targetname) iconsprite("sprites/player_loadsaved.spr") = player_loadsaved : "If the player fails a task (kills himself, kills a vital monster, takes too long, etc.), this entity will fire a fade effect, with an optional message determined in titles.txt and will reload a save after a certain amount of time."
@PointClass base(Targetname) iconsprite("sprites/player_weaponstrip.spr") = player_weaponstrip : "Removes all weapons from player."
@PointClass base(Targetname, Targetx) iconsprite("sprites/scripted_sentence.spr") = scripted_sentence : "A scripted sentence is an entity used to fire .wav files located in a subfolder under the sound/ folder. To fire a certain sentence, it must be specified in sentences.txt"
@PointClass base(Targetname) iconsprite("sprites/env_fade.spr") = env_fade : "Fades the screen."
@PointClass base(Targetname, Target) iconsprite("sprites/env_message.spr")  = env_message : "HUD Text Message."
@PointClass base(Targetname) iconsprite("sprites/env_funnel.spr") = env_funnel : "Large Portal Funnel."
@PointClass base(Targetname, Angles) iconsprite("sprites/env_spark.spr")  = env_spark : "A spark effect."
@PointClass base(Targetx) iconsprite("sprites/trigger_auto.spr") = trigger_auto : "A trigger_auto that will fire its output on map spawn."
@PointClass base(Targetname, Targetx) iconsprite("sprites/trigger_relay.spr") = trigger_relay : "A trigger_relay that will send an output to another entity when fired. It is a message forwarder. If disabled, it can break a sequence chain."
@PointClass base(Targetname) iconsprite("sprites/info_target.spr")  = info_target : "A beam target." []
@PointClass base(Targetname) iconsprite("sprites/info_landmark.spr") = info_landmark : "An entity that determines the location at which a level transition will take place. The transition to the next map is relative to the info_landmark in both levels. They must have the same name in both levels and the trigger_transition brushes, if any, should also use this identical name." []
The magical download button: https://www.dropbox.com/s/we5f3hez9ttqhmn/sprites.zip?dl=0

I use a custom FGD and implemented them, but I haven't used a default FGD with those new sprites. Let me know if you want one instead of going through it manually.

(I derp'd on target_cdaudio, but I got lazy and didn't change it.)

(game_text got scrapped cause it's bugged in such a way, it's discriminating us.)
PeterBrev PeterBrevLevel Designer
Posted 5 years ago2018-12-13 21:01:03 UTC Post #341447
Those are really nice!
Posted 5 years ago2018-12-14 09:24:18 UTC Post #341451
Something I have considered doing as well, but then The Core's FGD has an issue somewhere that stops sprites rendering in the editor at all, so I had to revert a few entities back to blocks instead...

I could find and fix the error but... I'm probably not gonna.
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2018-12-14 10:05:23 UTC Post #341452
I don't actually like the sprite entities that much, on the whole. I'd prefer a texture of sorts for the blocks, but I don't know if the editor can do that at all.

... Can the editor do that at all? Pebs, can Sledge do that?
Jessie JessieTrans Rights <3
Posted 5 years ago2018-12-14 10:08:48 UTC Post #341453
Sure, just use a model. There's FGDs floating around that do that already.
Penguinboy PenguinboyHaha, I died again!
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