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- ...amerate|Set the sprite's framerate in Hertz. Only makes sense for animated sprites.}} * Sprites are barely visible under emitted smoke.874 bytes (122 words) - 04:27, 28 January 2019
- ...your choice and shoot it into a certain direction, at a certain velocity. Sprites aren't specifically supported, though. {{Entity_keyvalue|Gib Sprite Scale|scale|Scaling-factor for the models and sprites shot.}}2 KB (333 words) - 00:17, 28 January 2019
- The env_sprite entity allows you to render sprites, which are common 2D-graphics which will appear aligned to face you at all ...erate|framerate|Frames per second to be played. Obsolete for non-animating sprites.}}4 KB (579 words) - 20:17, 28 May 2023
- Model replacements allows you to replace models or sprites with something else on a global basis. This is useful for well themed maps :''"sprites/xspark4.spr" "sprites/glow01.spr"''2 KB (422 words) - 14:55, 28 October 2024
- ...files inside "/sprites" folder. If you have your sprites text files under "sprites/mymap", the Custom Sprite Directory (this keyvalue) should be set to "mymap4 KB (717 words) - 19:08, 12 May 2023
- * Entities with 'Render mode' set to other than 'Normal' (including sprites) are not affected by env_fog.916 bytes (142 words) - 04:38, 28 January 2019
- ...itesmoke|Name of the sprite to show whenever bullet is shoot. Starts with 'sprites/' folder.}} ...h|Name of the sprite to show as a muzzle flash of the barrel. Starts with 'sprites/' folder.}}4 KB (691 words) - 23:29, 27 January 2019
- * Glow: Sprites only. The sprite will appear in the same size regardless of your distance t ...dded with a factor of render-amount divided by 255. This is often used for sprites indicating a glowing light, as well as for overlay func_illusionaries to gi3 KB (501 words) - 17:17, 15 March 2023
- ...itesmoke|Name of the sprite to show whenever bullet is shoot. Starts with 'sprites/' folder.}} ...h|Name of the sprite to show as a muzzle flash of the barrel. Starts with 'sprites/' folder.}}5 KB (724 words) - 23:29, 27 January 2019
- ...itesmoke|Name of the sprite to show whenever bullet is shoot. Starts with 'sprites/' folder.}} ...h|Name of the sprite to show as a muzzle flash of the barrel. Starts with 'sprites/' folder.}}5 KB (725 words) - 23:29, 27 January 2019
- ...itesmoke|Name of the sprite to show whenever bullet is shoot. Starts with 'sprites/' folder.}} ...h|Name of the sprite to show as a muzzle flash of the barrel. Starts with 'sprites/' folder.}}5 KB (735 words) - 14:13, 17 March 2023
- * [[Sprites]]2 KB (250 words) - 17:14, 1 January 2021
- ...that could be ''gfx'', ''maps'', ''models'', ''scripts'', ''sound'', and ''sprites''. It's also likely you'll see a bunch of ''WAD'' files here too. If this i2 KB (345 words) - 17:03, 12 December 2020
- ...o be zero due to a strange legacy Worldcraft workaround. (Doesn't apply to sprites using "default" orientation.) * Added new script for round timer, which also replaces the old sprites.9 KB (1,427 words) - 10:57, 24 August 2024
- * Sprites will not draw due to a bug in the programming.3 KB (475 words) - 13:43, 14 May 2023
- * Particle offsets can now be specified for attachment-based muzzle sprites, in the muzzle-sprite definition file.3 KB (417 words) - 16:52, 12 December 2020
- * Fixed issue with muzzle sprites not appearing long enough for players that have low framerates * Inventory items can use custom HUD sprites. Set by a new "item_icon" keyvalue. Expected sprite size is 72x72px. If the22 KB (3,542 words) - 16:54, 12 December 2020
- * HUD: Fixed an issue where scripted weapons failed to display their ammo sprites in the ammo history list, if two or more weapons shared the same ammo type,4 KB (563 words) - 16:54, 12 December 2020
- * Beam entities now support the use of animated sprites. * Beam sprites can now be animated. The renderer will now read a beam's "framerate" variab16 KB (2,540 words) - 16:53, 12 December 2020
- * Improved lighting effects (new sprites and volumetric light models). * New HD portal sprites.16 KB (2,504 words) - 16:54, 12 December 2020