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 (If you're going to remove the redirect, at least make it navigable.) |
Thunder4ik (talk | contribs) m (→top: clean up, replaced: {{goldsrc → {{gldsrc) |
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{{stub}}{{back|Half-Life SDK}}<!-- Change target when proper sprites page is created --> | {{stub}}{{back|Half-Life SDK}}<!-- Change target when proper sprites page is created --> | ||
{{code|.SPR}} is a file format used to store 2D [[Sprite|sprites]] in {{ | {{code|.SPR}} is a file format used to store 2D [[Sprite|sprites]] in {{gldsrc|4}}. It is a modified version of the SPR format used by {{Quake|2}}, adding a dedicated color palette and additional translucency formats. | ||
== Limitations == | == Limitations == |
Revision as of 12:50, 4 January 2024
.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. |