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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) - 05:27, 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) - 01:17, 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) - 21:17, 28 May 2023
- ...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) - 20:08, 12 May 2023
- * Entities with 'Render mode' set to other than 'Normal' (including sprites) are not affected by env_fog.916 bytes (142 words) - 05:38, 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) - 00:29, 28 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) - 18:17, 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) - 00:29, 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.}}5 KB (725 words) - 00:29, 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.}}5 KB (735 words) - 15:13, 17 March 2023
- * [[Sprites]]2 KB (250 words) - 18:14, 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) - 18:03, 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.10 KB (1,470 words) - 13:06, 21 August 2021
- * Sprites will not draw due to a bug in the programming.3 KB (475 words) - 14:43, 14 May 2023
- * Particle offsets can now be specified for attachment-based muzzle sprites, in the muzzle-sprite definition file.3 KB (417 words) - 17:52, 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) - 17:54, 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) - 17:54, 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) - 17:53, 12 December 2020
- * Improved lighting effects (new sprites and volumetric light models). * New HD portal sprites.16 KB (2,504 words) - 17:54, 12 December 2020
- ...use as item hud icon. Provide the full file name and path relative to the 'sprites' directory.}}13 KB (2,037 words) - 00:29, 28 January 2019
- ...CBasePlayerItem::LoadSprites(). Can be used to load a different set of HUD sprites for a given weapon.9 KB (1,453 words) - 17:54, 12 December 2020
- * Fixed Mod_Extradata() accessing model data incorrectly for sprites.9 KB (1,396 words) - 17:54, 12 December 2020
- * Added sprites to show which bombs have been destroyed already on the map. * Fixed path names for some sprites to be compatible with the Linux server binary (case sensitive).24 KB (3,696 words) - 17:51, 12 December 2020
- * Fixed sprites rendering in negative colour when their render mode is set to "color".11 KB (1,716 words) - 17:53, 12 December 2020
- * '''C2A4H'''<nowiki>: Added electricity sprites to stairs to indicate harmful area.</nowiki> * Updated objective sprites.25 KB (3,778 words) - 17:51, 12 December 2020
- * Fixed a problem that caused all HUD sprites (including the cross-hair) to be blurry and slightly stretched. ...are now clamped correctly to prevent edge artefacts when rendering masked sprites.26 KB (3,984 words) - 17:54, 12 December 2020
- * Fixed wall clipping issue with custom muzzle sprites.29 KB (4,649 words) - 03:44, 18 January 2021
- ...ber of entities currently in existence and the number of pre-cached models/sprites (along with their respective limits). * Sprites can now have their view port draw type overridden by using key ''vp_type'':88 KB (13,870 words) - 17:51, 12 December 2020
- ...to the egg hallway that leads to the seamless teleport vent with floating sprites in it.41 KB (6,582 words) - 17:53, 12 December 2020