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Prop detail sprite: Difference between revisions

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{{wrongtitle|title=prop_detail_sprite}}
{{ent not in fgd}}
==Entity Description==
{{this is a|point entity|internal=1|name=prop_detail_sprite}} It allows manual insertion of [[Detail props|detail sprites]] into a level.
This entity allows for manual insertion of detail sprites into a level.


{{intent}}
See [[Detail props#Sprites]] for detailed information about setting up detail props through .VBSP files.
{{tip|Only use this entity if you are desperate. It is much better to assign a material a [[Detail props#Usage|%detailtype]] and let VBSP generate detail sprites itself.}}


==Keyvalues==
{{Internal entity note}}
*; position_ul <vec2d>
 
: Upper left X and Y values for the position of the detail in the detail sprite material
== Keyvalues ==
*; position_lr <vec2d>
{{!fgd}}''This entity is not in Valve's FGDs. Its properties must be set with [[SmartEdit]] disabled.''
: Lower right X and Y values for the position of the detail in the detail sprite material
{{KV|[[Origin]] (X Y Z)|intn=origin|coordinates|The position of this entity's center in the world. Rotating entities typically rotate around their origin.}}
*; tex_ul <vec2d>
{{KV|[[Pitch Yaw Roll]] (X Y Z)|intn=angles|angle|This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.}}
: Upper left X and Y values for the texture position of the detail in the detail sprite material
{{KV|detailOrientation|intn=detailOrientation|int|See [[Detail props#Sprites|Detail props]].}}
*; tex_size <vec2d>
{{KV|position_ul|intn=position_ul|vec2|The location of the sprite's upper left corner, relative to its origin.}}
: X and Y values for the displacement from the upper left position of the detail in the detail sprite material"
{{KV|position_lr|intn=position_lr|vec2|The location of the sprite's lower right corner, relative to its origin.}}
*; tex_total_size <float>  
{{KV|tex_ul|intn=tex_ul|vec2|The X Y position of the sprite's upper left corner on the detail texture.}}
: Sprite Scale
{{KV|tex_size|intn=tex_size|vec2|The area of the detail texture that should constitute this sprite (dimensions of the sprite in [[texel]]s). See [[Detail props#Sprites]].}}
*; detailOrientation <choices>
{{KV|tex_total_size|intn=tex_total_size|int|The width (X-axis resolution) of the detail texture.}}
:  Detail Orientation
{{KV Targetname null|hammer only=1}}
:{|
 
! Literal Value || Description
== Example ==
|-
Here is an example of a sprite from a custom .VBSP file.
| 0 || Static
<syntaxhighlight lang=ini>
|-
RoseFlower
| 1 || Facing
{
|-
sprite "0 0 83 128 512"
| 2 || Facing (Y Clamp)
spritesize "0.5 0.05 7 13"
|}
spriterandomscale .3
[[Category:Entities]]
amount 0.02
[[Category:Entities without Targetname]]
detailorientation 2
sway 0.2
upright 1
maxangle 70
}
</syntaxhighlight>
 
To place this sprite manually, the entity would be set up in this way:
 
; <code>detailOrientation <2></code>
; <code>position_ul <0 13></code>
; <code>position_lr <7 0></code>
; <code>tex_ul <0 0></code>
; <code>tex_size <83 128></code>
; <code>tex_total_size <512> </code>
 
== FGD Code ==
{{empty}}
 
== See also ==
* [https://github.com/ValveSoftware/source-sdk-2013/blob/aea94b32cbefeba5d16ef6fc70eff9508cf11673/src/utils/vbsp/detailobjects.cpp#L922 Definition in code]
 
[[Category:Prop entities|detail sprite]]

Latest revision as of 06:59, 9 March 2025

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

prop_detail_sprite is an internal point entity available in all Source Source games. It allows manual insertion of detail sprites into a level.

See Detail props#Sprites for detailed information about setting up detail props through .VBSP files.

Tip.pngTip:Only use this entity if you are desperate. It is much better to assign a material a %detailtype and let VBSP generate detail sprites itself.
Note.pngNote:This is an internal entity. When the map is compiled by VBSP, it is processed and then removed; it does not exist when the map is running.

Keyvalues

!FGDThis entity is not in Valve's FGDs. Its properties must be set with SmartEdit disabled.

Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
detailOrientation (detailOrientation) <integer>
See Detail props.
position_ul (position_ul) <vector2>
The location of the sprite's upper left corner, relative to its origin.
position_lr (position_lr) <vector2>
The location of the sprite's lower right corner, relative to its origin.
tex_ul (tex_ul) <vector2>
The X Y position of the sprite's upper left corner on the detail texture.
tex_size (tex_size) <vector2>
The area of the detail texture that should constitute this sprite (dimensions of the sprite in texels). See Detail props#Sprites.
tex_total_size (tex_total_size) <integer>
The width (X-axis resolution) of the detail texture.
Name (targetname) <string>
Name of this entity. Displayed in Hammer's 2D views and Entity Report. No effect in-game, nor in map compilers.

Example

Here is an example of a sprite from a custom .VBSP file.

			RoseFlower
			{
				sprite "0 0 83 128 512"
				spritesize "0.5 0.05 7 13"
				spriterandomscale .3
				amount 0.02
				detailorientation 2
				sway 0.2
				upright 1
				maxangle 70
			}

To place this sprite manually, the entity would be set up in this way:

detailOrientation <2>
position_ul <0 13>
position_lr <7 0>
tex_ul <0 0>
tex_size <83 128>
tex_total_size <512>

FGD Code

Empty

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See also