Env sprite: Difference between revisions

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==Entity Description==
==Entity Description==
An entity that controls the drawing of a sprite in the world. For instance, it can be used to add a glowing effect to light sources.
Creates a sprite in the world. Sprites always face the player, unless they are restricted to rotating on certain axes as specified in the [[VTF]] compile parameters. This entity should be treated as an "override" for certain sprite effects, as more specific controls already exist for [[env_fire|fire]], [[env_steam|steam]], or [[env_lightglow|light glows]].


Note that the only rendering modes (set by its ''rendermode'' keyvalue) that can render a sprite properly, are ''Glow'', ''Additive'', ''Additive Fractional Frame'' and ''World Space Glow''. See [[Render Modes]] for more info.
The most common [[Render Modes|render modes]] are: ''Glow'', ''Additive'', ''Additive Fractional Frame'' and ''World Space Glow''.
 
Sprites will always be displayed as facing the player, but they can be displayed as rotating around all axis (as glow sprites), or as being locked to rotate around the Z axis only (as fire sprites). These two forms of axis control are built into the sprite itself, and cannot be changed in Hammer.


==Keyvalues==
==Keyvalues==

Revision as of 02:49, 20 December 2006

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Entity Description

Creates a sprite in the world. Sprites always face the player, unless they are restricted to rotating on certain axes as specified in the VTF compile parameters. This entity should be treated as an "override" for certain sprite effects, as more specific controls already exist for fire, steam, or light glows.

The most common render modes are: Glow, Additive, Additive Fractional Frame and World Space Glow.

Keyvalues

<float> Rate at which the sprite should animate, if at all.
  • model
<sprite> Material of the sprite to be drawn.
Note.pngNote:When choosing a sprite from the sprite browser, the name it provides does not contain the required .spr/.vmt file extention. While the sprite preview can find the sprite, the extention needs to be typed in by hand for the engine to be able to find the sprite in-game.
  • scale
<float> Scale multiplier of the sprite.
Note.pngNote:The sprite preview doesn't display sprites at the right scale. The sprite preview scale is preset to 0.25, while sprite scale in-game is preset to 1. To correct the preview scale, set this keyvalue (to any value).
  • GlowProxySize
<float> Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.

Flags

  • 1 : Start on
  • 2 : Play Once

Inputs

Set the scale.
  • HideSprite
Hide the sprite. Won't be drawn until the 'ShowSprite' input is received.
  • ShowSprite
Show the sprite.
  • ToggleSprite
Toggle the sprite between hidden and shown.

Outputs