Sprite: Difference between revisions

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{{stub}}
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In source, a '''[http://en.wikipedia.org/wiki/Sprite_%28computer_graphics%29#Move_to_3D Sprite]''' is a rendered world object with very special geometric properties. {{todo|...elaborate}}
In source, a '''[http://en.wikipedia.org/wiki/Sprite_%28computer_graphics%29#Move_to_3D 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 [[shadow]]s, nor reflect [[cubemap]]s.<!--compare [[viewmodel]]s-->
* '''Physics:''' Sprites cannot be [[Solid]] to anything.
 
==Sprite entities==
* [[env_sprite]]
* [[env_sprite_oriented]]
* [[env_fire]]
* [[env_lightglow]]
* [[env_steam]]
* [[prop_detail_sprite]]<!-- note: very different to behaviour env_sprites-->
 


==Placement==
==Placement==
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==Creation==
==Creation==
{{todo|...guidelines for designing & implementing sprites.}}
{{todo|...guidelines/checklist for designing & implementing sprites.}}
<!--
<!--
* design guidelines.
* design guidelines.
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* [[SPR]] file format.
* [[SPR]] file format.
-->
-->
==Sprite entities==
* [[env_sprite]]
* [[env_sprite_oriented]]
* [[env_fire]]
* [[env_lightglow]]
* [[env_steam]]
* [[prop_detail_sprite]]<!-- note very different to behaviour env_sprites-->

Revision as of 13:48, 7 May 2008

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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.