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Sprites?
Posted: Fri Jun 04, 2010 11:09 pm
by roughrider
It has been way too long since I have made a sprite so could someone indulge me with some info on this please?
Re: Sprites?
Posted: Sat Jun 05, 2010 12:07 am
by skinNCNmaster
deformvertexes autosprite or deformvertexes autosprite2(sprites the longest axis of the texture/long narrow tall things etc.) and play with it in a solo map on all kinds of shapes..
texture a black background swirly texture ro something
Code: Select all
textures/pn03/blue_flare
{
surfaceparm nolightmap
qer_trans 0.5
surfaceparm nomarks
surfaceparm trans
surfaceparm nonsolid
deformvertexes autosprite
cull disable
sort 6
{
clampmap textures/pn03/blue_flare.tga
blendfunc add
tcMod rotate 30
rgbGen wave inversesawtooth 0.5 0.5 0 0.5
}
}
Re: Sprites?
Posted: Sat Jun 05, 2010 3:24 pm
by roughrider
Alrighty. Yeah I saw the shader manual description on it but wasn't sure how I went about doing it before as it has been way too long.
Re: Sprites?
Posted: Sat Jun 05, 2010 5:02 pm
by skinNCNmaster
best thing you can do.. to learn about the true potentials is play with the script applied to all types of geometry.
on a bevel you get a string of sprites
on a cube you get six sprites sure thats simple, but making that advanced.. imagine six DIFFERENt sprites on the faces of a tall rectangular cube, the four tall sprites being autosprite2
or autosprite with a translate along the bevel.. tats something i havent tried.. because the bevel facets create multi sprites and a script telling the shader to translate the texture of the sprite across the patch face would not cause the sprite facets to move..
HEY RR, wanna come into a different game to view some effects for inspiration? itll involve a client dl and my login pw.. worth the visit.... and i'd love the chance to talk gamedev within the game.. to try and place some of
its effects in q3 would freak the shit outta a lot of these guys