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A sprite is a series of two-dimensional images that are animated to achieve a particular effect. When you fire the hellstaff, or use the Iron Doom spell, the projectiles are actually just small pictures that recede into the distance (unlike arrows or throwing knives, which are three-dimensional models). No matter what angle you look at a sprite from, it will always appear to be the same. Many of the spell effects are actually controlled by Quake SP2 sprite files, which are really just a list of M8 or M32 images that are associated with a particular event (like firing the hellstaff).
The example I shall use here is of the staff used by the High Priestess in the hive levels. Her staff fires blue projectiles, and has a glowing blue sphere permanently attached to the end of the staff. There are several sprites used by the High Priestess (see the table below). Here I'll look at changing her staff projectiles from blue to red.
| FILE | LINKS TO | PURPOSE
| /Sprites/Fx/Hpproj1_1.SP2
| Hpproj1_1_0.M32 | Juice from exploding bug projectiles
| /Sprites/Fx/Hpproj1_2.SP2
| Hpproj1_2_0.M32 | Blue glow at end of staff
| /Sprites/Fx/HpHalo.SP2
| Hp_Halo_0.M8 | Blue spell projectiles
| /Sprites/Fx/Segment_trail.SP2
| segment_trail_0.M32 | Blue trail behind spell projectile
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For this example you'll need QuArK and SP2 Maker D'lux. In QuArK, open the Htic2-0.PAK file and click on the following entry:
To do this, right-click on the Hp_halo.SP2 file in QuArK and choose 'Properties'. Click 'Save As' and save it as a 'Structured text for hand editing'. This converts the compiled file into plain text (in this case with a QKM extension). Now open Hp_halo.QKM in a text editor and change the line reading:
Open the edited QKM file in QuArK and save it as an SP2. For some reason QuArK adds 48 blank lines to an SP2 when it is saved. Put the file in the following directory:
An even easier method is to simply find another SP2 file in the PAK that points to the file or files you want, then rename it. Say we want to change the blue trail of the ice staff to green. The file that controls the ice staff trail is called bluehalo_0.M8 and is in the /sprites/fx/ directory. That file is linked to by the bluehalo.SP2 file. In this case there is only one image in the sprite file, which makes things easier. To have a green staff trail instead, simply use a PAK editor to extract the greenhalo.SP2 file (which points to greenhalo_0.M8), rename it to bluehalo.SP2, and place it in the /sprites/fx/ folder in your own game directory. I'd suggest using something other than QuArK to do this, otherwise your tiny 0.16Kb SP2 file will end up at a whopping 4kb (with all those dastardly blank lines!). This method only works if there is an existing SP2 file in the PAK that points to all the alternative M8 files you want.
Another way of using SP2 Maker D'lux is to trick it into thinking it's dealing with PCX images. Use QuArK to save the M8 or M32 file you want to use as a PCX image, then change the file extension from PCX to M8 or M32. SP2 Maker D'lux will then read the correct image dimensions from the file (since it's really a PCX image in disguise), however the file it will link to will be an M8 or M32. Simply start SP2 Maker D'lux and change the base directory to either Fx or Spells (which ever directory the M8 or M32 was in, in the PAK). Then add a file to your blank list, loading up your 'fake' M8/32 (using *.* to search for it). Change the X Origin and Y Origin values to half the width and height (so if the image is 64 x 64, the origins will both be 32). Then save the SP2 file in your new sprite directory (/Newgame/Sprites/Fx or Spells), using the same file name as the one you want to replace in the game. You have now tricked SP2 Maker D'lux into creating an SP2 file that links to an M8 or M32.
The following tables show which sprites control which game effects. This is not an exhaustive list, as some file names in the PAK are self explanatory (crosshair, scorchmark, shadow, etc). Those without extensions are M8 files.
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