Env sprite
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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 only render modes that render sprite transparency are Glow, Additive, Additive Fractional Frame and World Space Glow.
- See also env_sprite_oriented.

sprites/light_glow01
you must add the .vmt
extension or else it won't display ingame.Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
- 0 - Default (no bounding)
- 60 - DirectX 6 (!FGD for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;
only) !FGD
- 95 - DirectX 9 Shader Model 3 (in all games since
)
- 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD
- HDRColorScale
- <float> Float value to multiply sprite color by when running in HDR mode.
- framerate
- <float> Rate at which the sprite should animate, if at all.
- model
- <sprite> Material of the sprite to be drawn.

.spr
/.vmt
file extension. While the sprite preview can find the sprite, the extension 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.

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
- RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- SetScale <float>
- 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.
- Change red coloration
- Change green coloration
- Change blue coloration