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hl-texture-tools's Introduction

Half-Life Texture Tools

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Half-Life 1 (and mods like SC, CS etc.) data files tool - view and edit WADs and Sprite files. You can also extract images to many formats (png, jpg, bmp, gif, tiff). Drag and Drop files is supported.

You will need .NET Framework 4.8+ to run this application.

This software uses the FreeImage open source image library. See http://freeimage.sourceforge.net for details.

Current version: 1.6.2 (changelog)

Download latest Windows version (binary) here.

TODO

  • autoresize images when creating new wad
  • editing WAD/SPR files (adding images to opened wad/spr)

Copy FreeImage.dll from \packages\FreeImageNET.xx\runtimes\win7-x86 while debugging or releasing into debug/release directory.

hl-texture-tools's People

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hl-texture-tools's Issues

Use decal colour in decals.wad textures

As we know, the format of decal textures in decals.wad is a pseudo-grayscale, where the pixel values corresponds to monochrome intensity, and the last colour in the palette is the base colour of the decal.

Currently HLTT doesn't properly support this mode, and every texture is monochromatic.

Support for this mode is much appreciated.

Add Image Size Editing Function

Функция, которая устанавливает разрешение входящих изображений при создании или редактировании изображений.

Transparency Replacer uses wrong index

When using an indexed transparent PNG as a source image for a texture, while HLTT does add the blue color as the final index as asked, it doesn't replace the transparency with it. It instead uses, as far as I can tell, index 0.

display type of current entry in statusbar

Wad files support several types of images:

  • qpic (0x42)
  • miptex (0x43) - the most typical type
  • font (0x45)
  • spraydecal (0x40) [not official name] - same as miptex

For the small chance that people were looking at special wad files containing the atypical wad entries (e.g. gfx.wad or cached.wad) I think displaying the type of texture being viewed at the status bar would be helpful.

importing of fonts

First, thank you for your work poking around the format and releasing the specs on WAD3.

While that has led to the ability to view bespoke texture formats e.g. fonts, it has not led to the ability to edit them yet.

There is to the best of my knowledge no publicly available way to do this. And no repos had the original intact copy of the original gfx.wad tool from wavelength. I really wish there would be new generation tools with the ability but it has been 8 years of nothingness.

So here I am carrying my wish and the wish of many others, for the ability to generate new font sheets to replace conchars but more importantly creditsfont.

Source Code

when I downloaded source code I got 433 Errors at compiling didn't change anything

#Please FIX

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