SPR: Difference between revisions

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m (→‎Image format types: additive format doesn't actually do anything)
m (→‎Limitations: oriented finickiness is a bug)
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== Limitations ==
== Limitations ==
{{modernWarning|All frames in a multi-frame sprite share the same palette.}}
{{Warning|All frames in a multi-frame sprite share the same palette.}}
{{modernWarning|Oriented sprites are finicky; see [[#External links|The303's tutorials]] for more information.}}
{{bug|Oriented sprites are finicky; see [[#External links|The303's tutorials]] for more information.}}
{{modernBug|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.}}
{{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 08:58, 2 July 2023

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Half-Life SDK

.SPR is a file format used to store 2D sprites in GoldSrc GoldSrc. It is a modified version of the SPR format used by Quake Quake, adding a dedicated color palette and additional translucency formats.

Limitations

Warning.pngWarning:All frames in a multi-frame sprite share the same palette.
Icon-Bug.pngBug:Oriented sprites are finicky; see The303's tutorials for more information.  [todo tested in ?]
Icon-Bug.pngBug:Sprites being displayed via env_glow cannot be oriented in the map editor. If rotation is necessary, use env_sprite instead.  [todo tested in ?]

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.

External links