Open Dev Kit Documentation :: Game :: Sprite Data
Game.SpriteDataSprite set data
Functions
Properties
- Owner Resource Object Resource*
- resource that created this instance
- Resource Sprite'
- resource of this sprite data
- Tile Columns Integer
- number of columns for displaying individual sprite tiles
- Tile Axis X 3D Vector
- x-axis offset between each object within patches
- Tile Axis Y 3D Vector
- y-axis offset between each object within patches
- Tile Axis Z 3D Vector
- z-axis offset between each object within patches
- Tile Count X Integer
- number of tiles on the x-axis
- Tile Count Y Integer
- number of tiles on the y-axis
- Tile Count Z Integer
- number of tiles on the z-axis
- Detail Integer
- heightmap sub-tile detail: number of vertex subdivisions per tile edge (0 disables heightmaps entirely on placed tilepatches; 4 is a sensible default giving 5x5 vertex sampling per tile with minimal memory overhead; clamped to 64 on tilepatch bake)
- Heightmap Bits Integer
- heightmap bit depth (8 or 16) baked into placed tilepatches at creation: 8-bit gives 1/255-of-a-tile-Z vertex resolution per cell (enough for most camera scales; minimum memory and bandwidth), 16-bit gives 1/65535 for zoomed-in or very tall sprites where subtle slopes need smoother shading. No auto-promote — pick once based on how close the camera can get to a sculpted tile. Anything other than 8 or 16 is clamped to 8
- Default Sprite Orientation 4D Vector (Quaternion)
- default orientation sequence (shown first when selecting tiles/poses, and used for tiles in tilepatches)
- Default Track Orientation 4D Vector (Quaternion)
- default orientation of newly placed graphics
- Images Image List*
- sprite images (diffuse maps)
- Normals Image List*
- sprite normal maps
- Speculars Image List*
- sprite specular maps
- Emissives Image List*
- sprite emissive maps
- Animations Sprite Animation* Array
- sprite animations
- Models Model* Array
- sprite models
- Physics Shapes Shape* Array
- physics shapes
- Tiles Sprite Tile* Array
- sprite tiles
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