Half-Life HUD (heads up display) assets recreated for modern displays and the 25th anniversary update.
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Filename Latest commit message Latest commit date
2026-07-06 10:38:49 -04:00
assets Add mention of commissioning to package readme.txt. 2026-07-04 03:33:15 -04:00
source Reduce height of divider sprites now that Featureful supports 'em. 2026-06-20 00:16:38 -04:00
tools@2d11fa5a4e Added tools submodule; remove redundant local makefile vars & targets. 2026-05-03 12:45:22 -04:00
.editorconfig .editorconfig: Add "*.mk" to makefile rule. 2026-02-16 09:29:45 -05:00
.gitignore Moved all source files into new source dir; move sprite defs to subdir. 2026-05-03 14:07:49 -04:00
.gitmodules Add shared assets Git submodule. 2026-05-17 15:41:36 -04:00
license.md Change license from GPL v3 to CC BY-NC 4.0. 2026-04-24 11:42:52 -04:00
makefile makefile: clean target now double colon; globs contents instead of dir. 2026-05-28 10:44:13 -04:00
readme.md readme.md: Reword dev on Linux to be a bit less forceful. 2026-07-06 10:38:49 -04:00

Stylized renders of the HUD elements against a technobabble-filled grungy background containing a lambda logo

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

  1. Make
  2. Wget
  3. Rsync
  4. unzip
  5. Inkscape installed as a flatpak (recommended) or as an inkscape command found somewhere in your path
  6. 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.

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

Credits

License

The content in this repository are licensed under the CC BY-NC 4.0 license. This means:

  • You can include the built content in your own non-commercial project.

  • You can adapt, alter, remix, and then release that derivative work. (Please use the source files and not decompiled models, however.)

  • You must link back to ambientimpact.com/unforeseen in your credits and/or readme.

  • 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.


No generative AI was used for any part of this project.