SPR: Difference between revisions
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Warning:All frames in a multi-frame sprite share the same palette.
Bug:Oriented sprites are finicky; see The303's tutorials for more information. [todo tested in ?]
Bug:Sprites being displayed via env_glow cannot be oriented in the map editor. If rotation is necessary, use env_sprite instead. [todo tested in ?]
SirYodaJedi (talk | contribs) m (→Image format types: additive format doesn't actually do anything) |
SirYodaJedi (talk | contribs) m (→Limitations: oriented finickiness is a bug) |
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== Limitations == | == Limitations == | ||
{{ | {{Warning|All frames in a multi-frame sprite share the same palette.}} | ||
{{ | {{bug|Oriented sprites are finicky; see [[#External links|The303's tutorials]] for more information.}} | ||
{{ | {{Bug|Sprites being displayed via [[env_glow (GoldSrc)|{{mono|env_glow}}]] cannot be oriented in the map editor. If rotation is necessary, use [[env_sprite (GoldSrc)|{{mono|env_sprite}}]] instead.}} | ||
== Image format types == | == Image format types == | ||
Revision as of 07:58, 2 July 2023
.SPR is a file format used to store 2D sprites in
GoldSrc. It is a modified version of the SPR format used by
Quake, adding a dedicated color palette and additional translucency formats.
Limitations
Image format types
| Format | Explanation |
|---|---|
| Normal | Opaque image with no transparency |
| Additive | Same as Normal; Additive translucency can be achieved for any image format by changing the sprite's rendermode (either in a sprite entity, or via code) |
| IndexAlpha | Single-color with 8-bit translucency |
| AlphaTest | Binary alpha-tested transparency; pixels using the last color in the palette will be transparent |
Orientation types
| Orientation | Explaination |
|---|---|
| Parallel | Rotates to always face the camera |
| Parallel Upright | Like parallel, but doesn't rotate around Z axis |
| Oriented | Rotated in map editor to face a specific direction |
| Parallel Oriented | Combination of parallel and oriented. |
| Facing Upright | Like parallel upright, but rotated based on player origin, rather than camera. |