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How to make sprites more flexible - A Tutorial for Counter-Strike 1.6

Updates

Final 2 (Total Overhaul) 6y
  • - Complete overhaul of the tutorial
  • - Added tons of changes
  • - Added more information and more pictures
  • - Removed the unnecessary 'ancient' words which a lot wouldn't understand
  • - Corrected some steps, and added links to a tool used for something

I literally scrapped 65% of the tutorial, and then improved whatever was wrong.

How to make other types of sprites, regarding how they behave when the player moves and looks at them

If you ever played DOOM, you probably saw that the sprites can sort of rotate, but not lean, or look like they're on the floor. Or you saw a Counter-Strike map which has a sprite which cannot rotate at all, it has a fixed direction. Actually, you might have noticed how the grass in Half-Life 2 (the map in a park, the playground, in the first chapter) behaves like sprites.


Let's see how to accomplish that!

NOTE: There's a tutorial on fixed sprites, but it has no photos, it's quite old and such (http://twhl.info/articulator.php?art=155), but that doesn't mean that it's bad, at all.

There are 2 ways of making "still" sprites: Using a Hex Editor or a Sprite Fixer (which I didn't quite test yet)

So we'll try way I'm used to:

Step 1.Install a Hex Editor, preferably XVI32

Step 2.Find, or, better, make a sprite using Step 3.Open XVI32, and open your desired sprite.Find the 8th byte (by going 0, 1, 2, 3, 4, 5, 6, 7, and 8)

A picture will probably explain it better:

Once you have saved the sprite
WarningsIf you don't set the X and Y axis (roll and pitch) to 1, or 0.1, the sprite will rotate in the X axis, that is, pitch. Of course, that applies to setting 03, the one which locks all the 3 axis. It happened to me once.




Additional info

There are more types of sprites. Take a look at the quotation below:

  "00   01 does something strange, don't use it at all.    02 fixes none of the axis - the sprite will be seen from the front.
  03 fixes the X, Y and the Z axis - the sprite stands there like a wall."
Here are pictures (and a GIF for one) for each of them:



Above is the normal sprite, 02, which is a very good candidate for lights, like the glow effect which comes from bright lights. In fact, it can be used for distant stars if you feel like adding them into your night maps.



This is the 00 setting, it locks the Pitch, so if you walk close to it, it will disappear once you are on its top. It can be used for grass, bushes, planets in space maps, clouds etc.



This is the 03 setting, my personal favourite. You can rotate it as much as you'd like. I use it for the screens in maps with cinemas, or with any screens, such as a computer monitor's display. The best thing is, you can link up a lot of frames into a single sprite, and then make it a scene from a movie (your map would be bigger in size, but a lot better in creativity and design). It can also be used for clouds, and planets.



Believe it or not, I was only moving the camera sideways. Only.Yes, here's the infamous 01 setting, where the original author said not to use it. It just locks the pitch, but aligns the yaw to the center of the player, not the... well, the normal sprite aligns it entirely to the player's sight, and I don't know how to call that actually. So that would act as if the sprite was a tree! That's a good idea, use it for trees, and grass! However, the trees should be thin, without branches, otherwise, if a player runs by it, it would look like as if the tree was spinning very quickly. But not just that, you can use it for grass, too, and perhaps, umm, citizens? It saves you a lot of epoly, you know... and it has that 'photo-realistic' thing to it... since those are literally pictures of people.
And check out a video tutorial which i also made: Click on these yellow letters (new one coming soon)

What is it sprite? Too scared to face me now, huh? Ha-ha-ha-ha, it's a joke, I thought it would be funny, because sprites always look at you, and now they don't.

  • z0h1r-LK avatar
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    2y
    bro 
    if want make sprites flexible make 0.3 
    I Love Gaming
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    5y
    Posted by 0nurky

    has to be one of the best tutorials on the GameBanana site lolz :D 

    Seriously!
    Wait until I write my Bosnian tutorials. >:D
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    6y
    Posted by Ax.Falcon

    Thanks :)! Little Issue: Downloaded hex editor XVI32. Learned how to rewrite a hex number, for those interested you just select the 8th byte with mouse and then just start typing numbers, it'll re-write that way. 

    Then I went to import sprites00.spr, sprites01.spr, sprites02.spr, sprites03.spr, and both Hammer Editor AND Sledge Editor crashes on every sprite except for the 02 hex. Am I doing something wrong or does none of this actually work or? Thanks all :)

    UPDATE
    Nevermind, must've initially edited the hex numbers wrong. I tried again on a cleanly non-edited sprite an it worked. Btw, 01 seems to have a "one-way mirror" effect, but the sprite displays still on a 45 degree Y axis parallel. Strange, but usable. 

    Now I ask, where can one find what the rest of the numbers do? Is there a reference chart anywhere? Or perhaps a standard in which to create a chart? Cheers :)

    The rest of the numbers are explained with pictures in this tutorial. You can see what each one does.

    In order for you to rotate it in any axis, all three must be set to 0.1 first, and then you can set it as you wish.
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  • Thanks :)! Little Issue: Downloaded hex editor XVI32. Learned how to rewrite a hex number, for those interested you just select the 8th byte with mouse and then just start typing numbers, it'll re-write that way. 

    Then I went to import sprites00.spr, sprites01.spr, sprites02.spr, sprites03.spr, and both Hammer Editor AND Sledge Editor crashes on every sprite except for the 02 hex. Am I doing something wrong or does none of this actually work or? Thanks all :)

    *UPDATE*
    Nevermind, must've initially edited the hex numbers wrong. I tried again on a cleanly non-edited sprite an it worked. Btw, 01 seems to have a "one-way mirror" effect, but the sprite displays still on a 45 degree Y axis parallel. Strange, but usable. 

    Now I ask, where can one find what the rest of the numbers do? Is there a reference chart anywhere? Or perhaps a standard in which to create a chart? Cheers :)
    Bananite
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    6y
    Umm, yes i will try to control the informal speech, i am used to it, i don't like simplicity, so i will do something about it next time. Wait, by informal you mean information-providing, or something else, like in-formal/not-formal?Well, you also said that my english is bad, i only used old, ancient words for the intro and maybe other things, but in general, my english is like an english of an average teenager who goes to high school, and has good marks/grades/whatever you call it."To get a sprite" (i included "make one") , i didn't notice that, updating...Ooh, right, i haven't noticed that, it's just the fact that i was making this tutorial at night, and bed time was closing in.Thank you for that.I will.
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    6y
    To put it bluntly, you wrote a bit too much in informal language. It is good to use that, but that should be balanced. Intro had meaningless information (e.g. Information about what you can do) and words/phrases (e.g. salty veteran (??)). By writing "meningless information" I don't want to tell that every information that is not directly involved with topic, should be erased, by all means no, but it should be related to following information that approaches subject. Step 2 is unnecessarily devided into smaller steps, because it doesn't provide any information regarding creation of sprite. It could have been enough to mention to get a sprite. Moreover, pictures that follow these steps could have been great material to simplify everything. Creating video was a good idea. That's one of the best ways to show how things should be done. Highlighting main steps is a great way to seperate important parts from plain text. What is more, it wasn't hard to follow the instructions, which is most important part. > There's a tutorial on fixed sprites, but it has no photos, it's quite old, and it's a bit too much explained Actually, you wrote more than original tutorial and that tutorial didn't had anything "too much" explained - only details that concerns the topic. Notes. I suggest to read some quality tutorials that should show you, how exeplary tutorials are structured and writen and to improve your english language to raduce amount of mistakes and misunderstandings. Wish you luck with upcoming submissions. 7/10
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