wadmaker

Command-line tools for making/extracting Half-Life textures and sprites (by pwitvoet)

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wadmaker reviews and mentions

Posts with mentions or reviews of wadmaker. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-12-12.
  • Ask HN: What apps have you created for your own use?
    212 projects | news.ycombinator.com | 12 Dec 2023
    During the pandemic I got back to an old hobby, creating Half-Life levels. I found that certain things involved a lot of repetitive work, so I started working on some automation tools.

    For textures and sprites, I made WadMaker and SpriteMaker, which can convert a directory full of images (including Photoshop and Krita files) to the specific formats that HL uses: https://github.com/pwitvoet/wadmaker/

    For creating levels, I made an automation tool named MESS (Macro Entity Scripting System) that can do things like covering terrain with props, simplifying level scripting and automatically applying workarounds for known bugs: https://pwitvoet.github.io/mess/

    It's been very educational (and fun), learning about color, geometry and programming languages.

  • Online Half-Life WAD editor and creator
    2 projects | news.ycombinator.com | 5 Nov 2021
    Ah, so this is a revamped UI for Joe's tool, I've seen his website before. I think the main reason why his tool didn't get much traction is that it didn't offer any tangible improvements over existing tools. Wally, one of the oldest available tools, set a pretty high standard right from the start. Later came Half-Life Texture Tools, which added sprite-making capabilities, so it became popular as well. And recently, I made WadMaker/SpriteMaker, which enables a much faster workflow by removing several tedious steps (no more exporting files, adjusting palettes, manually managing wad file contents, etc). People are finding it useful so it's slowly getting some traction, but it has also taken several months of working on updates, writing tutorials and helping people out.

    The wad and sprite formats have already been documented by others (most notably by Yuraj), and if you're a bit familiar with the HL modding scene then it isn't hard to find source code that deals with these formats, so parsing was actually one of the easier parts. Figuring out how to convert true-color images to 256 colors without too much quality loss was much harder.

    If you're interested, here's how I'm making palettes: https://github.com/pwitvoet/wadmaker/blob/master/Shared/Colo... . It starts with creating a color histogram (the 'frequency list'), and then it treats these colors as 3D points within a 256x256x256 'RGB cube'. It calculates the bounding box for these colors and then splits this box along the longest edge. It then takes the box with the most colors and splits it up, and repeats that process until it has created 256 boxes. Ideally, these boxes will all be fairly small, which means that they contain very similar colors. A palette can then be created by taking the average color of each box (weighted by color frequency). When combined with dithering this produces quite reasonable results: https://raw.githubusercontent.com/pwitvoet/wadmaker/master/d... (but clearly there is still room for improvement!)

  • Two new tools for authoring HL1 .wad files
    1 project | /r/hammer | 18 Jul 2021
    Recently, somebody else from the TWHL community finished a similar tool with more comfort functions, including color quantization, here. It's Captain P's WadMaker: https://github.com/pwitvoet/wadmaker
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Stats

Basic wadmaker repo stats
3
27
5.5
2 months ago

The primary programming language of wadmaker is C#.

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