VERC: Stand Still, You Sprite! (or: How to Fix Sprites' Axes) Last edited 15 years ago2003-10-11 03:11:00 UTC by Penguinboy Penguinboy

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1st step:

Open your HEX-editor. (If you don't have one, Christian Maas has produced a good freeware one: (Link: )

2nd step:

In the editor, open the sprite you want to fix the axis of. Don't use the default Half-Life sprites as this could cause problems.

I am using "gordon.spr".
3rd step:

Search for the 8th byte. It's default value is "02".
Change the value. ("00" - "03")

"00" fixes the Z axis only - like an env_beam. view ingame picture (Link: ingame_00.jpg)

"01" does something strange, don't use it at all. view ingame picture (Link: ingame_01.jpg)

"02" fixes none of the axis - the sprite will be seen from the front. view ingame picture (Link: ingame_02.jpg)

"03" fixes the X, Y and the Z axis - the sprite stands there like a wall. view ingame picture (Link: ingame_03.jpg)

Here, I want to fix all 3 axis.
4th step:

Save the sprite and use it like every other sprite.

With the "angles" key you can even rotate the sprite.
Tip: When you use sprites with an 8th byte's value of "03" you must pay attention! If you want to rotate this sprite around its Z-axis (top-down) only, set the values for Y- and X- rotation to "0.1". If you don't, the sprite will be rotated around its X-axis ingame, even if the VHE displays the sprite correctly.


download this tutorial (including all pics): (88kb) (Link:

download the sample map (including all sprites): (120kb) (Link:

Contact the author: hazardous! (Link:
This article was originally published on the Valve Editing Resource Collective (VERC).
TWHL only archives articles from defunct websites. For more information on TWHL's archiving efforts, please visit the TWHL Archiving Project page.


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