probably safer just to use sprgen.exe source.

I'm fairly sure the format has changed somewhat, considering Quake used a
global palette whereas in HL it's per-texture/sprite

----- Original Message -----
From: "Francis "DeathWish" Woodhouse" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, October 28, 2002 4:21 AM
Subject: Re: [hlcoders] Sprite File Format


>
> The Quake Specifications -
> http://www.gamers.org/dEngine/quake/spec/quake-spec34/index0.htm - contain
> the full specification of the SPR file format, providing that the format
> hasn't changed since Quake. This might be easier to work with than hacking
> it out of the files.
>
> Francis "DeathWish" Woodhouse
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Ken Birdwell
> > Sent: Monday, October 28, 2002 2:52 PM
> > To: '[EMAIL PROTECTED]'
> > Subject: RE: [hlcoders] Sprite File Format
> >
> > Look in engine\spritegn.h, and the source for sprgen.exe in
> > utils\sprgen.c
> > for more details.  This the program that turns lists of bmp's into spr
> > files.
> >
> > -----Original Message-----
> > From: Michael Shimmins [mailto:shimms@;tae-mod.com]
> > Sent: Sunday, October 27, 2002 7:39 PM
> > To: HLCoders
> > Subject: [hlcoders] Sprite File Format
> >
> > Hi,
> >
> > This may be one for Valve, but who knows someone else may know.  I'm
> > after information on the .spr file format, how it differs from BMPs etc.
> > What I want to do is load a SPR image on a Visual Basic form.  I can
> > code my own container for it if there is some information available on
> > the format.
> >
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>
>
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