To create an animated sprite or texture you must first create a tga for each frame of the animation. Name these images image001.tga, image002.tga, image003.tga, etc, etc.
Now create a text file with the following format and name it the same as the images (e.g. for the above example use image.txt):
"startframe" "1" "endframe" "3"
Run the vtex command just as if you where creating a single texture, but instead of putting the tga on the command line use the .txt file, e.g.
vtex -mkdir -shader sprite materialsrc/mymaterials/image.txt
This will create a vmt and vtf file in materials/mymaterials
For a an animated sprite edit the vmt file to look like the following :
"Sprite" { "$spriteorientation" "parallel_upright" "$spriteorigin" "[ 0.50 0.50 ]" "$basetexture" "mymaterials/image" }
NOTE: The frame rate and scale of the sprite are specified in the env_sprite entity
For an animated texture which can be used on walls or skyboxes you need a different vmt as follows
"LightMappedGeneric" { "$baseTexture" "mymaterials/image" "Proxies" { "AnimatedTexture" { "animatedTextureVar" "$basetexture" "animatedTextureFrameNumVar" "$frame" "animatedTextureFrameRate" "2" } } }
If you are creating a texture for a model, then change the shader from LightMappedGeneric to VertexLitGeneric. For animated textures the framerate is specified in the vmt file (In the above example it is 2 frame/sec)
NOTE: Setting framerate of a spraypaint's vmt-file doesn't seem to work!
Tutorial by CannonFodder, brought to CSB by [Xero].








