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creating_animated_sprites#529766

<cat>Dev.Particles</cat>⤶ <title>Creating animated sprites</title>⤶ ⤶ <note>⤶ This page assumes that you know how to create a particle effect using the sprite renderer. If you do not, you can follow this wiki page: <page>Creating_your_first_particle_effect</page>⤶ </note>⤶ ⤶ # Preparing the animated sprite⤶ ⤶ Before we get started you need at least a couple of `.png` or `.tga` images for the animated sprite.⤶ ⤶ When you have your image files prepared, we need to create a `.mks` file. ⤶ The `.mks` file describes how our animation should display our images.⤶ ⤶ * Create an `.mks` file in the same place as your `.png` or `.tga` files. ⤶ * Populate it with the following snippet. ⤶ ```⤶ sequence 0⤶ loop⤶ frame a_circle_001.png 1⤶ frame a_circle_002.png 1⤶ frame a_circle_003.png 1⤶ frame a_circle_002.png 1⤶ ⤶ ```⤶ * Replace the `a_circle_00X.png` values, with the name of your image files. ⤶ * Add or remove frames depending on how many images that are in your animation. ⤶ <note>If you want to learn more about `.mks` files you can read the valve documentation [here.](https://developer.valvesoftware.com/wiki/Animated_Particles)</note>⤶ ⤶ ## Creating a .vtex file⤶ * Now that we have our `.mks` file prepared, we need to link to it in a `.vtex` file, so we can use it in the Sprite Renderer. If you do not know how to create a `.vtex` file, follow this wiki page: <page>using_custom_sprites</page>⤶ ⤶ ⤶ # Using the animated sprite⤶ ⤶ ⤶ * Select your new sprite in the `material` property on the Sprite Renderer⤶ * Increase the `animation rate` property on the Sprite Renderer⤶ ⤶ Congratulations! You have just created and used your first animated sprite in the Particle Editor!⤶ ⤶ ⤶ <upload src="3dc48/8d90bb34be09e8d.gif" size="163168" name="ezgif-7-df20056565e6.gif" />⤶ *Example of an animated sprite* ⤶