Revision Difference
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" />