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File: Half-Life Sprite Viewer v1.05 Beta
Author: Nighthawk
Downloads: 1751
Description: Half-Life Sprite Viewer v1.05 Beta
Size: 34KB
Date: 10/05/2002

Click to Download
Additional Info:
Half-Life Sprite Viewer v1.05 Beta

Written by David Flor (a.k.a. Nighthawk)
(c) 1999, Mach III Enterprises
EMail: [email protected]

Release Notes:

Well, creating this application was easier than I thought... It works for
all the sprites I checked in Valve's PAK file.

DirectX 3.0 is required.

Version History:

- Now when you "Save Sequence", the program asks you if you want to create
a ".qc" file as well. The file created may not always be 100% compatible
with certain sprites in that the result might not match the original,
but it is compatible with Valve's "sprgen" utility.

- For "Play Once", instead of using the period, I made it "Ctrl-Space".
The period in the menu was apparently too hard to see, and some people
complained that it didn't have a hotkey.
- Menus are corrected
- The "Sprite Information" dialog now includes the transparency mode of
the sprite.

- An "Open" dialog.
- A "Save BMP" option, which saves the current frame.
- A "Save Sequence" option, which saves all the frames in the sprites,
adding on three digits to the end of the filename.
- A "Sprite Information" dialog, just shows you the size (in pixels)
and total number of frames.

- The "Speed" dialog is now "Ctrl-P"; the "Save BMP" option is now
"Ctrl-S". Figured the program wasn't out for long enough to
aggravate anyone because of this change
- Fixed crashes with certain sprites in the Half-Life PAK file

- Apparently, at least as it appears on my 3Dfx adapter, all graphic
depths are fixed. 24-bit looks sweet. Couldn't test 32-bit at home
because I don't have that option.
- Variable size sprites ("320_pain.spr", for instance) are now supported.
- Now instead of animation speed in milliseconds, I'm using "frames per
second" (recommended by "Autolycus" from the "Half-Life Editing Resource
Center" at ""... thanks!)

- Supports 16-bit and 32-bit flawlessly, 24-bit has been theoretically
implemented but not tested. 8-bit is extremely screwy and may not
draw properly. Who uses 8-bit these days anyway?

- It's a very early Beta, and works only in 8-bit (not very well) and
16-bit color space. My office development machine doesn't support 24-bit
space (jumps straight to 32), so I'll have to test that some other time.
- Doesn't support what are seemingly referred to as "SPR_GROUP" frame
types. Documentation is sketchy on these things...
- You can't open files from within the program; expect a future one to.


Double click on a sprite and tell it to use this program. This program
could be in any directory.

Once in the program:
: Stops playback and cycles through the animation frame by
Ctrl-: Play sprite once, then stop
: Resume normal playback
Ctrl-P: Set the delay (in milliseconds) between each frame
+ / -: Zoom in / out

Ctrl-O: Open a sprite
Ctrl-S: Save current frame as a bitmap
Ctrl-Shift-S: Save numerical sequence of bitmaps
Ctrl-I: Sprite Information dialog

Comments / Suggestions:
Send EMails to "[email protected]"

Also, visit Mach III, the Mecca of Half-Life Development at


I'm not asking for money, but if you like the product and are feeling
particularly generous, send any donations of any amount to:

Mach III Enterprises
8107 S.W. 72nd Avenue, Suite 313E
Miami, Florida 33143

Tnx & Rgds...
David Flor, aka Nighthawk
Mach III Enterprises

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