Written by David Flor (a.k.a. Nighthawk)
(c) 1999, Mach III Enterprises
EMail: [email protected]
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.
- 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
- 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 "http://halflife.gamedesign.net/"... 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