| |
 |
How to make ANIMATED Sprays
Tutorial for using Vtex.exe - Written by Milk |
| These
animated sprays
will work with Counter-Strike: Source ONLY! |
R E Q U I R E M E N T S
You will need to to have Source SDK installed AND an image editor that
can handle 24-bit RGB or 32-bit RGBA *.TGA files. |
T
U T O R I A L
Valve use their own file format for textures called a *.VTF file.
Vtex comes with Source SDK and can compile multiple *.TGA files into
single *.VTF file.
SETTING UP A WORKING FOLDER
1. Create the following directory tree anywhere:
*\materialsrc\VGUI\Logos
2. Navigate to the new \Logos folder.
Create a new text document called Vtex.BAT (not Vtex.BAT.TXT) and paste
in the following two lines...
@echo off
"%sourcesdk%\bin\vtex" -mkdir %1
USING THE WORKING FOLDER
3. Put the *.TGAs that you want to animate into the
*\materialsrc\VGUI\Logos folder. See below for information on
compatible *.TGAs. All the *.TGAs should be named the same and be
numbered as follows: *001.tga, *002.tga, *003.tga
etc. You must use the 3 digit number format.
4. In the same folder create a new plain text document of the same name
and paste in the following two lines...
"startframe" "1"
"endframe" "5"
Change the endframe value to tell Vtex the total number of frames in
your animation.
5. Logon to Steam. You need to be logged on for Vtex to work. Make sure
Source SDK is installed and that the current game is set to
counter-strike source.
6. From explorer drag the new *.TXT icon onto the Vtex.BAT icon.
Voila! Vtex should have created a new *.VTF file with the same
name as the *.TXT file in your Counter-Strike Source Logos folder...
*\Steam\SteamApps\<SteamID>\counter-strike
source\cstrike\materials\VGUI\Logos
7. Check the properties of the new *.VTF file, if it is over 120kb it's
too big and will not work. Remove some frames and try
again.
8. ALL DONE! All you have to do now is to start the game and import the
new *.VTF through the options menu.
COMPATIBLE *.TGAs
Not just any *.TGA will do. The *.TGA dimensions must be to
a power of 2 and the frames must all be the same size. The final *.VTF
file must be under 120kb. The following tables show how many animation
frames to expect from a variety of compatible sizes.
|
24bit RGB (opaque) *.TGA
|
|
32bit RGBA (transparent) *.TGA
|
|
size
|
16
|
32
|
64
|
128
|
256
|
|
size
|
16
|
32
|
64
|
128
|
256
|
|
16
|
662
|
340
|
172
|
88
|
44
|
|
16
|
331
|
170
|
86
|
44
|
22
|
|
32
|
340
|
176
|
88
|
44
|
22
|
|
32
|
170
|
88
|
44
|
22
|
11
|
|
64
|
172
|
88
|
44
|
22
|
11
|
|
64
|
86
|
44
|
22
|
11
|
5
|
|
128
|
88
|
44
|
22
|
11
|
5
|
|
128
|
44
|
22
|
11
|
5
|
2
|
|
256
|
44
|
22
|
11
|
5
|
2
|
|
256
|
22
|
11
|
5
|
2
|
1
|
|
512
|
22
|
11
|
5
|
2
|
1
|
|
512
|
11
|
5
|
2
|
1
|
0
|
Note that whatever the
dimensions you use the final spray will always be displayed square in
the game. In other words, in order for non-square frames (e.g. 256x128)
to appear un-stretched in the game they must be distorted from a square
originals.
|
|
|