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using_custom_sprites#529726

<cat>Dev.Particles</cat>⤶ <title>Using custom sprites</title>⤶ <warning>This was created using the Half-Life Alyx Workshop Tools, so the pathing for your .tga file might be different, I can not test this currently.</warning>⤶ ## Prerequisites⤶ All you need before we get started is your sprite in `.tga` form, placed somewhere inside your addon folder. ⤶ ⤶ ## Creating the VTEX file⤶ The Particle Editor currently only renders sprites which are in `.vtex` format. ⤶ To create your own `.vtex` sprite, copy the following code snippet into your favorite text editor, and change the `materials/snowflake.tga` value to point to your .tga file.⤶ ```⤶ <!-- dmx encoding keyvalues2_noids 1 format vtex 1 -->⤶ "CDmeVtex"⤶ {⤶ "m_inputTextureArray" "element_array" ⤶ [⤶ "CDmeInputTexture"⤶ {⤶ "m_name" "string" "0"⤶ "m_fileName" "string" "materials/snowflake.tga"⤶ "m_colorSpace" "string" "srgb"⤶ "m_typeString" "string" "2D"⤶ }⤶ ]⤶ "m_outputTypeString" "string" "2D"⤶ "m_outputFormat" "string" "DXT5"⤶ "m_textureOutputChannelArray" "element_array" ⤶ [⤶ "CDmeTextureOutputChannel"⤶ {⤶ "m_inputTextureArray" "string_array" [ "0" ]⤶ "m_srcChannels" "string" "rgba"⤶ "m_dstChannels" "string" "rgba"⤶ "m_mipAlgorithm" "CDmeImageProcessor"⤶ {⤶ "m_algorithm" "string" ""⤶ "m_stringArg" "string" ""⤶ "m_vFloat4Arg" "vector4" "0 0 0 0"⤶ }⤶ "m_outputColorSpace" "string" "srgb"⤶ }⤶ ]⤶ }⤶ ```⤶ ⤶ Once you've changed the property, save it was a `.vtex` file.⤶ ⤶ ### Selecting your sprite⤶ The `Render sprites` renderer has a property called `texture`, not to be confused with normal texture. Click the spyglass next to `texture` and select your sprite.⤶ You should now be able to see your custom sprite as pictured below: ⤶ <upload src="3dc48/8d90821b106c7ec.png" size="373455" name="image.png" />