THE GOLDSRC TOOLKIT CS 1.6
Every pixel in the right place.
Open a sprite. Select a region. Get exact HUD coordinates.
Original pixels.
Zero guesswork.
A LITTLE LESS TRIAL AND ERROR
From sprite to HUD
in three moves.
Made for Counter-Strike 1.6,
Half-Life, and GoldSrc modding.
- 01
Open the original sprite
Load a GoldSrc version 2
.sprfile. Sprite Origin Txt reads its palette and frames directly, keeping every pixel intact. - 02
Frame the region you need
Drag a rectangle, resize its handles, or enter precise values. Zoom changes the view; your coordinates always stay in original pixels.
- 03
Copy. Paste. Back to the game.
Copy the four numbers in
X Y width heightorder, ready to paste into your HUD configuration. No extra files or conversion steps.
What do the four numbers mean?
In a GoldSrc HUD entry, the last four numbers are X, Y, width, height. X and Y start at 0 in the upper-left corner of the sprite frame. For example, 16 24 64 32 selects a 64 × 32 px region starting at (16, 24). The right and bottom edges are X + width and Y + height; they are exclusive. These are image coordinates, separate from the SPR frame's internal origin.
Which sprites are supported?
GoldSrc IDSP version 2 sprites, including single frames, multiple frames, and grouped animation frames. Normal, additive, index alpha, and alpha test palettes are supported. Choose a frame from the menu to inspect it. This tool does not read Source Engine materials or Quake version 1 sprites.
Are my files uploaded anywhere?
No. Sprites are read in your browser's memory. This editor has no file upload API, analytics, or third-party scripts. Nothing is saved after you close or reload the page. Copy your coordinates before leaving.
Why do coordinates show a warning?
A region must fit inside the selected sprite frame. X + width cannot exceed the frame width, and Y + height cannot exceed the frame height. Pasted values are kept exactly as written so you can see the problem. Adjust the values, draw a new region, or use “Fit selection to frame” to clip it explicitly.