- Makefile 100%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
| assets | ||
| source | ||
| tools@2d11fa5a4e | ||
| .editorconfig | ||
| .gitignore | ||
| .gitmodules | ||
| license.md | ||
| makefile | ||
| readme.md | ||
Half-Life HUD (heads up display) assets recreated for modern displays and the 25th anniversary update.
Downloading
Downloads are found on the releases page.
Development
All development is done on Linux. While it is possible to get this working on Windows, I don't really want to spend time on that. Gaming on Linux is really good now, so why not join us?
Git submodules
When cloning this repository, make sure to use the --recurse-submodules (or --recurse) flag to also include Git submodules containing shared source files. You won't be able to compile if you skip this.
Requirements
- Make
- Wget
- Rsync
unzip- Inkscape installed as a flatpak (recommended) or as an
inkscapecommand found somewhere in your path - ImageMagick 7 or newer
All but Inkscape and ImageMagick are usually pre-installed on most flavours of Linux.
Building
Open a terminal in root of this repostory and run:
make
This will automatically download and extract SpriteMaker to the repository directory if it isn't found and then build all sprites. The first build will be longer, but subsequent builds should only build sprites whose source files have changed.
To automate this further, you can run:
make build-to-game
Warning: this will overwrite any files with the same names in your Half-Life/valve_addon/sprites directory; for example, hud.txt will be overwritten if present; other files should be left as-is.
Please see the makefile for other targets you can invoke.
Useful links
- Inkscape CLI man page
- SpriteMaker documentation
- Thorough explanation of
hud.txtandweapon_*.txtformat on the now defunct PlanetFortress
Questions and answers
- Why do some of the asset SVG files look broken in my browser?
- Some of the assets either use Inkscape-specific features and/or use SVG features that are not yet supported in browsers. To view them correctly, you'll need to open them in Inkscape. Since all rendering is done by Inkscape on export via the build process, this is not something you need to worry about as a user.
- Do these support Opposing Force, Blue Shift, Decay, etc.?
- Opposing Force and Blue Shift are only supported when playing their respective campaigns via the Featureful SDK because the official games have not yet been updated by Valve at the time of writing to support the larger HUD sizes introduced with the Half-Life 25th anniversary update. See our featureful campaigns project to get these set up. Decay support is planned in some form or another but not yet implemented.
Similar projects
- 25th Anniversary HUD Remaster by Dakashi_Val & Mr. Floyd on GameBanana
- LeonelC's HD HUD (+ expansion support) on GameBanana
- PostScript's HUD Remaster on GameBanana
Credits
- Biohazard symbol adapted and altered from File:Biohazard symbol.svg on Wikipedia
- Heat symbol adapted from File:UN transport pictogram - 5.2 (black).svg on Wikipedia
License
The content in this repository are licensed under the CC BY-NC 4.0 license. This means:
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You can include the built content in your own non-commercial project.
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You can adapt, alter, remix, and then release that derivative work. (Please use the source files and not decompiled models, however.)
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You must link back to ambientimpact.com/unforeseen in your credits and/or readme.
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You cannot use this as-is for a commercial project; if you wish to do so, please get in touch and we can work out an agreement and compensation.
Thank you
Thank you to the developer of SpriteMaker for creating such an invaluable tool, thank you to all the developers of Inkscape for such a full featured, powerful, and Linux-friendly Adobe Illustrator replacement, and thank you to the developers of ImageMagick for such a bonkers useful CLI tool they've built upon and maintained since (I kid you not) 1987.
