Sprites of trees and bushes Created 7 years ago2016-06-14 19:12:24 UTC by REBELVODKA REBELVODKA

Created 7 years ago2016-06-14 19:12:24 UTC by REBELVODKA REBELVODKA

Posted 7 years ago2016-06-14 19:12:24 UTC Post #330432
I cant find in Internet sprites of it, I request because I would like not make it in "plate"
Ps: dont say me use models(I hate it)
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-06-14 19:26:39 UTC Post #330433
Maybe GameBanana has some sprites that will interest you.
Posted 7 years ago2016-06-14 20:11:51 UTC Post #330434
You'd have to make sprites "stand still" (I did a nice tut on GameBanana), and then it will need to be transparent. (Also, hazardous! made a tutorial for the Valve ERC, which is archived on TWHL)

Of course, I could make a custom one for you, but I'm busy experimenting with Far Cry (ever since the "discovery").

Since you made that map saddam_village, I'm sure you could extract the bush texture and turn it into a sprite.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-14 21:09:08 UTC Post #330435
Then I need know how a transparente texture to sprite.
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-06-14 22:14:50 UTC Post #330436
SprWiz

Download this and use it to make sprites.
Posted 7 years ago2016-06-15 04:26:20 UTC Post #330439
Really thanks 2 everybody :D
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-06-15 17:09:37 UTC Post #330449
I never got sprites right for foliage. They always face the player. I always ended up using func_illusionaries.
Posted 7 years ago2016-06-15 18:31:05 UTC Post #330452
I never got sprites right for foliage. They always face the player. I always ended up using func_illusionaries.
You never made them not face the player, didn't you? Take a look here.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-15 18:52:55 UTC Post #330453
I did not know this was a thing. But what if I want to lock only one axis?

Request to Penguinboy: Find all the missing files and put them back.
Posted 7 years ago2016-06-15 19:49:06 UTC Post #330456
Yes, you can also just lock 1 axis, but the Z-axis, if it's just 1.
Alternatively, take a look at this before attempting to rebuild hazardous!' tutorial.

The linked tutorial has pictures of each sprite orientation, so you can get a good sense about each one's usefulness.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-16 02:45:37 UTC Post #330462
Ooh look at that! I'm going to make a note to use it on the next map I'll never make.
Posted 7 years ago2016-06-16 03:23:35 UTC Post #330463
Wait, hold on. If you're going to fix a sprite in place, why not just use a textured func_illusionary?
Jessie JessieTrans Rights <3
Posted 7 years ago2016-06-16 07:45:05 UTC Post #330465
You could use a brush "sprite" just fine, but if its animated you can have more frames than a texture on a brush supports. Also, you could use 1 less brush-based entity.
Posted 7 years ago2016-06-16 09:13:28 UTC Post #330466
Sprites are simpler to render, too. And they can be animated, and if I'm right, they can be transparent and animated at the same time, I hope.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-16 09:41:18 UTC Post #330467
Good points.
Jessie JessieTrans Rights <3
Posted 7 years ago2016-06-18 12:58:59 UTC Post #330509
Hey m8's, I was create teh sprite, but seems that annoying blue, someone know how to fix that
Thanks
User posted image
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-06-19 16:47:03 UTC Post #330518
I would recommend Sprite Explorer, it doesn't have many limitations as SprWiz.

@vodka95-ICR
The blue must have the position of 255, it needs to be the last colour. Of course, assuming that you have already set the sprite mode to Alphatest.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-21 06:51:47 UTC Post #330521
Mystique blue bush of blueness

Render mode : Texture ; FX 255
Stojke StojkeUnreal
Posted 7 years ago2016-06-22 01:32:39 UTC Post #330539
You mean render mode SOLID, FX 255.

Texture/255 would make it look exactly the way it looks in the screenshot, and with a lower number it would be transparent but the blue would still be rendered.

Curiously, I only remember seeing sprites rendered as Additive. I never thought of this.
You must be logged in to post a response.