Kenrick, You can use a sprite that is painted (shaded) with a Procedural Material.
http://developer.valvesoftware.com/wiki/Procedural_Materials A PM is a shader (bitmap) that is dynamically drawn at runtime. You would make a PM for each NPC that you want a sprite for. In the procedural generator (the C++ code that gets caleld each frame to draw the material) you would add in in your code to draw the animated NPC. This code might involve loading individual jpg sequences from the cache/disk (easiest -- just take a bunch of screen shots of your NPC and place them in jpg's). Another (harder) way might use a hidden room somewhere else in your map where you put an NPC, then set up a camera to capture a 2D image of the NPC each frame then copy this image in the generator for the PM. Once you have the PM code done, you just set up PM .vmt/.vmf pair, drop in the sprite in the map, then set the PM as the sprites texture. Steve On Sun, Aug 3, 2008 at 10:20 AM, Kenrick Rilee <[EMAIL PROTECTED]> wrote: > How would I go about changing an NPC to show as an animated sprite instead > of a model? > > Thanks, > Kenrick Rilee > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

