Sprite: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 18: Line 18:
==Placement==
==Placement==
{{todo|... general usage guidelines ... configuring sprite entities in Hammer.}}
{{todo|... general usage guidelines ... configuring sprite entities in Hammer.}}
* See [[Render Modes]].
* See [[Attachment]]s and [[Movement hierarchy]].
<!--
<!--
* see eg [[User Inputs and Outputs]]
* see eg [[User Inputs and Outputs]]
* [[attachment]]s and [[movement hierarchy]]
-->
-->



Revision as of 13:57, 7 May 2008

Stub

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

In source, a Sprite is a rendered world object with 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 the sprite effectively rotates about its origin so it is always facing the Player. Obviously in multiplayer this would not work, so the sprite is not rotated in World, but 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.