It still isn't the original sprites. Anyway, it'll still take a while to convert every single one to .vtf, unless you have another program or script to create a .vtf for a bunch of files at once.
EGP is my cookiejar!
I use it a lot.
Sometimes.
Nope.
Err, what? / Dislike EGP
VTFEdit supports batch processing.
Just make sure the shader is Unlitgeneric
Guys, guys, hold on y'all. Instead of creating 64 seperate files, learn how to draw square polygons with custom UV coordinates, that way you can display any 1 of 64 tiles from a tilesheet of 8x8 tiles.
I've tried and proved this method (draw the polygons with egpPoly(), it just takes an array of 4 vec4s each representing a corner of the square). It's a little bit harder to code and maintain but it requires:
1) Less effort in terms of creating textures (which is already more complex than it needs to be.)
2) Less overhead (1 texture instead of 64 or even more, a 16x16 tilesheet would have 256 tiles on it)
3) People won't complain about having to download 1 texture file just to see what you've made. They will complain about having to download 64, 128, 256, etc.
Good point. Then, you just need a way of keeping track of where your desired sprite is in the sprite-grid, and multiply that grid coord by 16 or 32, depending on the size of the tiles, to get your UV coords.
Totally forgot about custom UV-coords on polys, I haven't used them yet.
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