Revision Difference
using_custom_sprites#529767
<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` or `.png` file might be different, I can not test this currently.</warning>⤶
<validate>This was created using the Half-Life Alyx Workshop Tools, so the pathing for your `.tga`, `.png` or `.mks` file might be different, I can not test this currently.</validate>⤶
## Prerequisites
All you need before we get started is your sprite in `.tga` or `.png` form, placed somewhere inside your addon folder.
All you need before we get started is your image file in `.tga`, `.png` or [.mks](https://developer.valvesoftware.com/wiki/Animated_Particles) format, 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` or `.png` file.
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 image 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" />