Sprite: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
m (Robot: fixing template case.)
Line 16: Line 16:


==Placement==
==Placement==
{{todo|... general usage guidelines ... configuring sprite entities in Hammer.}}
{{TODO|... general usage guidelines ... configuring sprite entities in Hammer.}}
* See [[Render Modes]].
* See [[Render Modes]].
* See [[Attachment]]s and [[Movement hierarchy]].
* See [[Attachment]]s and [[Movement hierarchy]].
Line 24: Line 24:


==Creation==
==Creation==
{{todo|...guidelines/checklist for designing & implementing sprites.}}
{{TODO|...guidelines/checklist for designing & implementing sprites.}}


* Design guidelines.
* Design guidelines.

Revision as of 20:17, 19 January 2009

Stub

This article or section is a stub. You can help by expanding it.

In source, a Sprite is a rendered world object with some very special geometrickery. The sprite itself is a (static or animated) 2D image that looks 3D when viewed Normally (ie perpendicular to its surface). The trick is to make sure the player always views the sprite normally; which usually means rotating the sprite about its origin so it is always facing the Player. Obviously in multiplayer this rotation in World would not work, so the sprite is rotated only in the Player View.

Although their usefulness is severely limited, sprites are significantly "cheaper" to render than models or brushwork, and can also achieve convincing effects that would be impractical to model in 3D.

  • Lighting: Sprites cannot cast or receive any kind of shadows, nor reflect cubemaps.
  • Physics: Sprites cannot be Solid to anything.

Sprite entities

Placement

Todo: ... general usage guidelines ... configuring sprite entities in Hammer.

Creation

Todo: ...guidelines/checklist for designing & implementing sprites.
  • Design guidelines.
    • the image inside the sprite already depicts a three dimensional object;
    • the animation is constantly changing or depicts rotation;
    • the depicted object has a similar appearance from many common viewing angles (such as something spherical);
    • the viewer accepts that the depicted object only has one perspective (such as small plants or leaves).
    • the sprite exists only briefly, is NotSolid, ... player cannot inspect it too closely.
  • SPR file format...
  • VTF: Vtex compile parameters "clamps", "clampt". note: env_sprite_oriented #angles ...
  • VMT: Shaders_in_Sprites\