


Parallel Oriented - Faces camera just like Parallel but can be rotated in hammer (not for use with env_glow)įacing Upright - Lesser used mode that works just like Parallel upright, but rotation aligns with player origin instead of camera. Oriented - Does not rotate to camera has a fixed orientation defined in hammer (not for use with env_glow) Parallel Upright - Locked to z-axis so only rotates to face camera (best for things that need to be placed on ground, for example trees or fire effect) Parallel - Most common default type image always faces camera Index Alpha - Gradient transparency with 1 colorĤ)Sprites also have five orientation types: Keep in mind to make your own folder in the sprite directory for organization and avoiding name conflicts. Sprites are saved in this directory: C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\sprites
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While this tutorial focuses primarily on map-based entities, the methods for creating other effects or uses are the same, say for example some newly coded effects for a mod or custom weapons, trails, angelscript (Sven Co-op), and HUD/projectiles/muzzle/effect replacements without the framerate limitations of map entities. Lastly, unlike brush entities they are not affected by BSP map lighting. They can also be toggled on or off by name and have animation. Sprites have multiple types of transparency and orientation modes to rotate them. In order to make sprites, you must author your images in BMP format with an 8-bit depth (256 colors index/palette) and dimensions must be in multiples of 16 with a maximum of 512X512. You can use up to 3 in-game profiles so you can let that pesky neighbor try VR without messing up your Star Scores.GoldSrc Sprites are point entities that are saved as individual files named with extension ".spr" instead of map textures that are packed into WADs.

