Not fully tested in game, please report any issues to me in the comments.Ģx - 4x Crosshairs [3x - 6x Crosshairs [4x - 8x Crosshairs [To revert any of these mods, delete the "sprites" folders inside of "valve, "gearbox" and "bshift". Give it a try if you're interested.Īdd-Ons:Copy these over the corresponding regular versions.Įxtra Large Crosshairs - Faithful to the crosshair sizes in 320x240 mode. If you plan on switching resolutions frequently, this mod is also inconvenient, as smaller resolutions will now have oversized and overlapping graphics, with the exception of very small resolutions below 640x480.ĭespite the issues, I would much rather replay Half-Life like this than with an absurdly small interface or an unfavorable resolution. Worst of all, the item pickup icons have not re-positioned well, and the ammo icons are almost entirely offscreen. Other sprites could only be scaled up to 2x or 3x their original size, such as the crossbow's zoomed in crosshair, the red damage direction indicators, or the train control graphic. The most persistent cases are the weapon icons in the top left menu, but the Half-Life opening title text is the one that annoys me the most. Certain graphics, particularly wide ones, could not be scaled any larger than they already were due to the 256 pixel dimension limit. Personally, I think this turned out pretty well, but there are a few downsides to address. Spritename videomode>=640 filename(.spr) X-location Y-location length-right height-down
As a quick reference, translate a text file line as The last two numbers are the X length and Y height of the sprite in the same format as the previous two. The origin (0, 0) is the top left corner, and increasing X moves right while Y increasing goes down.
The next two numbers are the X and Y coordinates for the start of the sprite within its. SPR file, remember to edit it's line three. SPR file, minus the extension, that the graphic is stored in. 320 applies to video modes lower than 640x480 only, so ignore it and make sure you only edit 640 lines. The next phrase is always either 320 or 640, which defines which video mode the sprite is for. The leftmost phrase is the name of the sprite being defined in that line, do not change this. This tutorial [explains the text file's format, and I will paraphrase here. I use Debian as my desktop OS, so I used Mousepad for convenience. They are plain text files that can be edited in any old text editor, such as Notepad in Windows. There has to be a compromise between these issues.To get sprites with modified positions and sizes to be understood by the game, the. Settings that would allow the textures to be affected by lighting, however, also result in the broken texture mapping and lack of HDR support. I may convert these later.Īdditionally, cubemaps in the Source Engine aren't affected by lighting, and will appear to glow in the dark. This addon does not convert chrome textures used on unused models.
Because of this, there will be some differences when compared to Half-Life. Spheremaps in GoldSrc and older versions of Source always orientied themselves based on the player's camera, whereas cubemaps are oriented based on their position in the world. This eliminates the issue of tiling spheremaps, and also that of overbright textures on HDR-enabled maps.Ĭubemaps, unfortunately, don't work in the same way spheremaps work in GoldSrc or once worked in Source. This addon aims to give the best looking chrome textures for HL:S models possible.Īll spheremaps used in Half-Life have been converted to cubemaps, and also include HDR versions. IMPORTANT Due to changes in Garry's Mod, this addon should no longer be necessary.