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Creating new reticles: I'm stuck

Posted: Thu Jun 30, 2011 1:22 am
by APCs r Evil
I have the texture of the new reticle I want to add, .tga, at the moment.

I have an installation of Perl.

I have sprite.txt, sprite.PL, sprite.lst and the texture itself all in one folder. Now what?

I've tried running sprite.PL but nothing happens, it doesn't generate a new sprite.stb. Best part is I did this successfully a few months ago with a test reticle, just to see if I could. Now that I have a reticle I actually want to use, I have no clue how to get it in game. :oops:

P.S. Anyone who knows how to create reticles would do well to make a tutorial, I haven't seen one on any of the BZ2 sites and new reticles are an excellent addition to mods.

Re: Creating new reticles: I'm stuck

Posted: Thu Jul 07, 2011 1:02 pm
by TheJamsh
What you need to find is sprite.txt, and grab the sprite tool from bzscrap.org

http://www.bzscrap.org/downloads/Utilit ... sprite.zip

Basically, keep all the files for the sprite database in one folder. Edit the .txt file to add in your sprite in a similar fashion to the rest. Then open sprite.exe and run. Voila, teh sprite is ready.

As for creating reticles, I've got by by just cutting up the old ones in photoshop, but there are limitations to that :S

Re: Creating new reticles: I'm stuck

Posted: Thu Jul 07, 2011 3:32 pm
by Nielk1
I have experimented with rendering high-poly gradient height mapped amorphous symmetrical blobs. Sometimes fractal blobs.

Image

Re: Creating new reticles: I'm stuck

Posted: Thu Jul 07, 2011 10:51 pm
by APCs r Evil
Success. Thanks. :D

I meant a tutorial on the process of getting a texture into the game as a reticle, not the creation of a reticle suitable texture. In this case, I just fired up the good ole (Rusty) imagination and engaged in a bit of pixel art.