Invader is an open source toolkit for creating maps and assets for Halo: Combat Evolved on the PC.
Our Discord server is https://discord.gg/RCX3nvw
Invader is licensed under version 3.0 of the GNU General Public License. Note that Invader is NOT licensed under any later or previous version of the GNU GPL.
See COPYING for a copy of version 3 of the GNU General Public License.
This readme addresses a few topics:
Invader can be obtained by either downloading pre-compiled binaries or compiling from source.
You can also download precompiled Nightly Builds.
If you got this readme from an archive containing pre-compiled Invader binaries, this section probably doesn't apply to you, but you are welcome to compile Invader. Regardless, you can browse and download the source code for free on GitHub.
If you use Arch Linux, the Arch Linux AUR has a package you can use to build Invader.
Invader depends on software in order for it to build and work properly. This section lists the dependencies required to fully utilize Invader. Note that some of these dependencies may have their own dependencies.
- C++17 compiler with support for
- C99 compiler
- CMake 3.12 or newer
- Python 3.7 or newer
- Zstandard 1.3 or newer
- LibTIFF 3.6 or newer
- libvorbis 1.3.6 or newer
- libsamplerate 0.1.9 or newer
- LibArchive (invader-archive)
- zlib (invader-bitmap)
- freetype (invader-font)
- git (git commit hash in version - build only)
You can compile Invader using MSYS2 and MinGW. Make sure that you install all
of the required dependencies through MSYS2 and not their respective Windows
installers. See README.md for a list of the requirements. You can use the
pacman command to install these dependencies. Also, make sure that when you
compile Invader, you are using the 64-bit MSYS2 shell (or 32-bit if you need
a 32-bit build).
The rest of the instructions are the same as POSIX, except that when you go to
make command, you specify that you want CMake to generate MSYS
Makefiles. You can do so using
-G "MSYS Makefiles" like this:
cmake ../invader -DCMAKE_BUILD_TYPE=Release -G "MSYS Makefiles"
If you forget to do this, then CMake may create a Microsoft Visual Studio
solution, instead. Invader will probably work if built for MSVC, but the
dependencies will have to be obtained differently, and the command to compile
is different. If you accidentally do this, delete all of the files in
invader-build and re-run the
First, you will need to download the Invader repository onto your computer. You can do this using the command:
git clone https://github.com/Kavawuvi/invader
Everything in this section, from this point on, assumes the Invader repository was cloned in a directory called "invader" in the current directory.
Next, you will need to create an out-of-source build directory. You can use this command to make the build directory and CD into it upon success:
mkdir invader-build && cd invader-build
Next, use the
cmake command to set up your build directory, optionally
specifying the build type to Release:
cmake ../invader -DCMAKE_BUILD_TYPE=Release
Lastly, you can compile this using the
To remove the reliance of one huge executable, something that has caused issues with Halo Custom Edition's tool.exe, as well as make things easier to develop, this project is split into different programs.
This program generates a .tar.xz archive containing all of the tags used to build a map.
Usage: invader-archive [options] <scenario | -s tag.class> Generate .tar.xz archives of the tags required to build a cache file. Options: -h --help Show this list of options. -i --info Show credits, source info, and other info. -o --output <file> Output to a specific file. Extension must be .tar.xz. -P --fs-path Use a filesystem path for the tag. -s --single-tag Archive a tag tree instead of a cache file. -t --tags <dir> Use the specified tags directory. Use multiple times to add more directories, ordered by precedence.
This program generates bitmap tags from images. For source images, .tif, .tiff, .png, .tga, and .bmp extensions are supported.
Usage: invader-bitmap [options] <bitmap-tag> Create or modify a bitmap tag. Options: -B --budget <length> Set max length of sprite sheet. Can be 32, 64, 128, 256, or 512. Default (new tag): 32 -C --budget-count <count> Set maximum number of sprite sheets. Setting this to 0 disables budgeting. Default (new tag): 0 -d --data <path> <path> Set the data directory. -D --dithering <channels> Apply dithering to 16-bit, dxtn, or p8 bitmaps. Specify channels with letters (i.e. argb). -f --detail-fade <factor> Set detail fade factor. Default (new tag): 0.0 -F --format Pixel format. Can be: 32-bit, 16-bit, monochrome, dxt5, dxt3, or dxt1. Default (new tag): 32-bit<type> -h --help Show this list of options. -H --bump-height <height> Set the apparent bumpmap height from 0 to 1. Default (new tag): 0.026 -i --info Show license and credits. -I --ignore-tag Ignore the tag data if the tag exists. -M --mipmap-count <count> Set maximum mipmaps. Default (new tag): 32767 -p --bump-palettize <val> Set the bumpmap palettization setting. This will not work with stock Halo. Can be: off or on. Default (new tag): off -P --fs-path Use a filesystem path for the data. -s --mipmap-scale <type> Mipmap scale type. Can be: linear, nearest-alpha, nearest. Default (new tag): linear -t --tags <path> Set the data directory. -T --type <type> Set the type of bitmap. Can be: 2d, 3d, cubemap, interface, or sprite. Default (new tag): 2d
Uncompressed bitmap formats
These formats are uncompressed and use explicit (not interpolated) RGB and/or alpha values. This results in higher quality bitmaps than using any of the block compressed formats, but it comes with a file size tradeoff. Note that 32-bit bitmaps are slightly buggy on stock Halo PC without a mod (e.g. Chimera).
If you use 16-bit, then using dithering (
-D rgb or
-D argb if you want
dithered alpha) may help with banding.
The exact storage format used will depend on the bitmap:
- If 32-bit is specified and all pixels have 100% alpha, then X8R8G8B8 is used. Otherwise, A8R8G8B8 is used.
- If 16-bit is specified and all pixels have 100% alpha, then R5G6B5 is used. If pixels have either 0% or 100% alpha, A1R5G5B5 is used. Otherwise, A4R4G4B4 is used.
Block-compressed bitmap formats
These formats utilize block compression. Basically, each bitmap is separated into 4x4 blocks, and each block has two 16-bit (R5G6B5) colors which are interpolated at runtime. This provides massive space savings but at a significant loss in quality. Since the smallest block is 4x4, then mipmaps smaller than 4x4 will not be generated, nor will you be able to make bitmaps smaller than 4x4 while still being block-compressed.
There is no difference in RGB quality between dxt1, dxt3, or dxt5. The only difference is in how alpha is handled. Therefore, if dxt3 or dxt5 is specified and a bitmap does not have transparency, then dxt1 will automatically be used to keep the size as small as possible.
We do not recommend using these formats. They are only provided for completion sake.
|DXT3||8||4-bit explicit||Better for shapes like HUDs|
|DXT5||8||4-bit interpolated||Better for alpha gradients like clouds|
More bitmap formats
These formats were originally available on Xbox and do not work on stock Halo. They all use explicit RGB and/or alpha.
If you use monochrome with a monochrome bitmap used as input, then there will be no loss in quality.
|palettized||P8||8||Indexed||Indexed||Bump compression only|
Which bitmap format should I use?
32-bit color and monochrome (with monochrome input) have zero quality loss. Unfortunately, Halo PC does not support monochrome, and it'd easily be the best choice for monochrome textures like HUD masks. So, the best format with zero loss in quality is 32-bit color. Obviously, this results in a larger file size, with a 1024x1024 bitmap taking up ~5.3 MiB and a 2048x2048 bitmap taking up ~21.3 MiB, with mipmaps included for both. But if you don't care, this is the best way to go.
16-bit color works well on some textures without any noticeable impact, such as noise maps and some simple textures, but it is subject to banding due to a lack of color depth. The color depth also gets significantly worse if you use an alpha channel.
dxt1 takes up very little space, but make no mistake: it's a lossy compression format, and the image will lose finer details as a result - an issue that 16-bit often does not have. As such, it's quite bad on HUDs, detail maps, bumpmaps, and multipurpose maps, and, in our opinion, literally anything else.
dxt3 and dxt5 use dxt1 for color, only differing in how alpha works. Alpha is explicit on dxt3, thus dxt3 works better for things that need definite shape such as HUD backgrounds. It will result in banding on gradients, however. dxt5 compresses alpha to be interpolated like the color, so it works better for more things than dxt3.
This program builds cache files.
Usage: invader-build [options] <scenario> Build cache files for Halo Combat Evolved on the PC. Options: -a --always-index-tags Always index tags when possible. This can speed up build time, but stock tags can't be modified. -c --compress Compress the cache file. -C --forge-crc <crc> Forge the CRC32 value of the map after building it. -g --game-engine <id> Specify the game engine. Valid engines are: custom (default), retail, demo, dark -h --help Show this list of options. -i --info Show credits, source info, and other info. -m --maps <dir> Use a specific maps directory. -n --no-external-tags Do not use external tags. This can speed up build time at a cost of a much larger file size. -N --rename-scenario <name> Rename the scenario. -o --output <file> Output to a specific file. -O --optimize Optimize tag space. This will drastically increase the amount of time required to build the cache file. -P --fs-path Use a filesystem path for the tag. -q --quiet Only output error messages. -t --tags <dir> Use the specified tags directory. Use multiple times to add more directories, ordered by precedence. -w --with-index <file> Use an index file for the tags, ensuring the map's tags are ordered in the same way.
This program compresses cache files.
Usage: invader-compress [options] <map> Compress cache files. Options: -d --decompress Decompress instead of compress. -h --help Show this list of options. -i --info Show credits, source info, and other info. -l --level <level> Set the compression level. Must be between 1 and 19. Default: 19 -o --output <file> Emit the resulting map at the given path. By default, this is the map path (overwrite).
This program finds tags that directly depend on a given tag.
Usage: invader-dependency [options] <tag.class> Check dependencies for a tag. Options: -h --help Show this list of options. -i --info Show credits, source info, and other info. -P --fs-path Use a filesystem path for the tag. -r --recursive Recursively get all depended tags. -R --reverse Find all tags that depend on the tag, instead. -t --tags <dir> Use the specified tags directory. Use multiple times to add more directories, ordered by precedence.
This program extracts tags from cache files.
Usage: invader-extract [options] <map> Extract data from cache files. Options: -h --help Show this list of options. -i --info Show credits, source info, and other info -m --maps <dir> Set the maps directory -n --non-mp-globals Enable extraction of non-multiplayer .globals -O --overwrite Overwrite tags if they already exist -r --recursive Extract tag dependencies -s --search <expr> Search for tags (* and ? are wildcards); use multiple times for multiple queries -t --tags <dir> Set the tags directory
This program generates font tags.
Usage: invader-font [options] <font-tag> Create font tags from OTF/TTF files. Options: -d --data <dir> Set the data directory. -h --help Show this list of options. -i --info Show credits, source info, and other info. -P --fs-path Use a filesystem path for the font file. -s --font-size <px> Set the font size in pixels. -t --tags <dir> Set the tags directory.
This program builds index files for usage with
Usage: invader-indexer [options] <input-map> <output-txt> Create a file listing the tags of a map. Options: -h --help Show this list of options. -i --info Show credits, source info, and other info.
This program displays metadata of a cache file.
Usage: invader-info [option] <map> Display map metadata. Options: -h --help Show this list of options. -T --type <type> Set the type of data to show. Can be overview (default), build, compressed, compression-ratio, crc32, crc32-mismatched, dirty, engine, protected, map-type, scenario, scenario-path, tag-count, tags
This program builds resource maps. Only maps with stock tags can be built. These files are not guaranteed to work with existing cache files.
Usage: invader-resource <options> Create resource maps. Options: -h --help Show this list of options. -i --info Show credits, source info, and other info. -m --maps <dir> Set the maps directory. -R --retail Build a retail resource map (bitmaps/sounds only) -t --tags <dir> Use the specified tags directory. Use multiple times to add more directories, ordered by precedence. -T --type <type> Set the resource map. This option is required for creating maps. Can be: bitmaps, sounds, or loc.
This program generates sound tags. Sound tag data is stored in the data directory as a directory containing .wav and/or .flac files. Each file is one permutation, and only 16-bit and 24-bit PCM with either one or two channels are supported as input.
You cannot have two permutations with the same name (i.e. mypermutation.wav and mypermutation.flac). Also, unless you are modifying an existing sound tag, you will need to supply a sound class.
You can, however, supply permutations with differing bit depths and sample rates and channel count. By default, the highest sample rate will be used for the entire tag, and if that is not 22050 Hz or 44100 Hz, then it will automatically be resampled.
Usage: invader-sound [options] <sound-tag> Create or modify a sound tag. Options: -c --class Set the class. This is required when generating new sounds. Can be: ambient-computers, ambient-machinery, ambient-nature, device-computers, device-door, device-force-field, device-machinery, device-nature, first-person-damage, game-event, music, object-impacts, particle-impacts, projectile-impact, projectile-detonation, scripted-dialog-force-unspatialized, scripted-dialog-other, scripted-dialog-player, scripted-effect, slow-particle-impacts, unit-dialog, unit-footsteps, vehicle-collision, vehicle-engine, weapon-charge, weapon-empty, weapon-fire, weapon-idle, weapon-overheat, weapon-ready, weapon-reload -C --channel-count Set the channel count. Can be: mono, stereo. By default, this is determined based on the input audio. -d --data <dir> Use the specified data directory. -F --format Set the format. Can be: 16-bit-pcm, ogg-vorbis, xbox-adpcm. Default (new tag): 16-bit-pcm -h --help Show this list of options. -i --info Show credits, source info, and other info. -P --fs-path Use a filesystem path for the data. -q --vorbis-quality Set the Vorbis quality. This can be between -0.1 and 1.0. Default: 1.0 -r --sample-rate Set the sample rate in Hz. Halo supports 22050 and 44100. By default, this is determined based on the input audio. -s --split Split permutations into 227.5 KiB chunks. -S --no-split Do not split permutations. -t --tags <dir> Use the specified tags directory. Use multiple times to add more directories, ordered by precedence.
What is splitting?
The Halo engine was written to primarily handle short-length sounds. It cannot handle extremely long audio sections due to memory and engine limitations, and this is regardless of the audio format being used since all audio is eventually handled as a 16-bit PCM stream.
Stock tool.exe splits Ogg Vorbis audio into 910 KiB chunks and all other audio to 227.5 KiB chunks before compression, but we found that looping issues were more likely to occur with the higher chunk size. Therefore, all splitting is done on 227.5 KiB with invader-sound.
For sounds that are more than 2.5 seconds long if 44100 Hz stereo, 5 seconds if 22050 Hz stereo, or 10 seconds long if 22050 Hz mono, such as music or extended dialogue, we recommend enabling splitting.
These are the different audio formats that invader-sound supports.
|Format||Bitrate (44100 Hz stereo)||Type|
|16-bit PCM||1411.2 kbps||Lossless if input is 16-bit|
|Ogg Vorbis (
||~500.0 kbps (on average)||Lossy; Max quality|
|Ogg Vorbis (
||~160.0 kbps (on average)||Lossy; Transparent quality|
|Ogg Vorbis (
||~112.0 kbps (on average)||Lossy; Oggenc default|
|Xbox ADPCM||~390.8 kbps||Lossy|
Which audio format should I use?
The only lossless format available is 16-bit PCM. This will, however, result in a drastic increase in map size, so it is not recommended to use this with long sounds.
Ogg Vorbis provides a good tradeoff in terms of bitrate and quality. Using 0.5 is considered "transparent" (unnoticeable quality loss) provided you use a lossless audio input (if not, then you may need to use a higher quality value), and this also gives you lower bitrate and better quality than Xbox ADPCM.
Xbox ADPCM does not compress as efficiently as Ogg Vorbis, but it decodes considerably faster, so this may be beneficial for firing effects. However, we instead recommend using uncompressed 16-bit PCM if possible.
This program generates font tags. If building a unicode or latin-1 tag, strings
are stored in a .txt file, with each string ending with a line,
Usage: invader-string [options] <tag> Generate string list tags. Options: -d --data <dir> Use the specified data directory. -f --format Set string list format. Can be unicode or latin-1. Default: unicode -h --help Show this list of options. -i --info Show license and credits. -P --fs-path Use a filesystem path for the text file. -t --tags <dir> Use the specified tags directory.
Frequently asked questions
These are a selection of questions that have been asked over the course of Invader's development.
- What operating systems are supported?
- Why GPL and not MIT or BSD?
- Are there any GUI tools?
- Are 32-bit Windows builds available?
- Can invader-build create .yelo maps?
- Can invader-build create Xbox maps?
- The HEK says my bitmap tag is "too large" when opening.
- How close to completion is Invader?
- Should I use invader-bitmap or tool.exe?
- Should I use invader-build or tool.exe?
What operating systems are supported?
Invader does not support any one operating system, but Invader is developed on Arch Linux, and 64-bit Windows builds are available via Nightly Builds.
Why GPL and not MIT or BSD?
Invader uses version 3 of the GNU GPL because we feel that Invader and all derivatives and modifications of Invader should stay free and open.
The Halo CE modding community has a habit of obfuscating knowledge that could be used to help other people. This is often done through these means:
- Map protection
- Writing closed source software
- Obfuscating software
- Keeping helpful information locked behind secret forums and groups
Many great accomplishments have been lost to time, as most of the people who made them are no longer there to support what they have made.
Often times, people will say they will release the source code in the future, or they will at least consider releasing the source code. In nearly all cases of this, the source code was never released. The GNU GPL solves this problem by requiring everyone to have access to the source code when binary code is released.
As time goes on, unmaintained, closed-source software becomes more seemingly broken, incomplete, or even incompatible. For example, the Halo Editing Kit has numerous issues that prevent people from making the content they want to make, yet it is still the only way to fully create maps. The worst part about this is that, in many cases, people do not make any sort of effort to replace this software with working software, as they do not feel it is worth the time or effort. Therefore, the broken, unmaintained software continues being used. This is where Invader comes in.
In our opinion, we feel that modding tools should be open for all to use, share, change, and learn from. At the same time, we also feel that a requirement for people give back to the community the source code to any derivatives of our tools they have chosen to share is not too much to ask for, as this ensures that modding stays free and open instead of left to stagnation behind closed groups and obfuscation as modding this game has been in the past.
That is why Invader uses version 3 of the GNU GPL.
Are there any GUI tools?
Officially, none of these tools currently have graphical user interfaces. Some people have offered to make GUI versions of these tools, and it probably isn't difficult to make a GUI wrapper for these tools due to the nature of them.
There are a few reasons why Invader officially has only command-line tools:
- Command-line tools require significantly less time to write and test.
- Command-line tools require fewer dependencies (e.g. no Qt or GTK).
- Command-line tools work well with scripts and shell commands.
- Command-line shells are very optimized at quick and precise execution, providing features such as tab completion and command history.
- Invader tools usually perform exactly one task: take a small amount of input and turn it into an output. A GUI will likely make such a simple task slower.
Basically, for most functions, a command-line interface is enough, while a GUI may add overhead to such a task (e.g. mouse usage, file navigation, etc.) while not getting any of the benefits of a command-line shell such as tab completion or command history.
Even so, there are some functions where a graphical user interface is better. Tasks that require a large amount of user interaction such as direct editing of HEK tag files or scenario editing are tasks that are better suited to a GUI than the command line, as opposed to simple tasks such as building a cache file which requires a small amount of input to perform the entire task.
Are 32-bit Windows builds available?
Only 64-bit builds are uploaded to Nightly Builds. You can compile Invader for 32-bit x86 Windows.
The reason 32-bit builds are not provided is because 32-bit builds are slower and more limited than x86_64 due to architectural differences (e.g. fewer registers to hold temporary data). People who are unsure may also download a 32-bit build even though a 64-build will work better. Nearly all desktop PCs made today come with a 64-bit operating system.
Can invader-build create .yelo maps?
Officially, invader-build only creates maps for the Gearbox port of Halo on the PC. The .yelo file format is specific to Open Sauce, a mod of Halo Custom Edition. Therefore, the Invader project does not support it. However, this does not mean that you can't make a fork of Invader that supports it, and there are people who have said they were willing to do this.
Can invader-build create Xbox maps?
Officially, invader-build only creates maps for the Gearbox port of Halo on the PC. While Xbox maps are very similar in format to PC maps, there exists enough differences to make supporting the Xbox version non-trivial. Kavawuvi also does not have a modded Xbox or a retail copy of the Xbox version of the game, so there is no means to debug or test.
The HEK says my bitmap tag is "too large" when opening.
The HEK has a 16 MiB limitation for bitmap tags. Invader does not have this limitation, and you can use the MEK to view bitmap tags that exceed 16 MiB. Halo PC also does not have any problems loading bitmaps that exceed 16 MiB. That said, some DirectX 9 GPUs and/or implementations won't support textures larger than 2048x2048 (2D textures) or 256x256x256 (3D textures).
It is worth noting that invader-build and various other tools let you specify multiple tag directories. If you need to use Sapien, you can put a lower quality, compressed version of your bitmap in your main tags folder, and you can put the higher quality version in a tags directory that takes priority. Sapien will use the lower quality bitmap and load happily, and invader-build will use the higher quality bitmap when building.
How close to completion is Invader?
There is still a lot to do in Invader. Check the Issues page for more information.
Should I use invader-bitmap or tool.exe?
In this case, invader-bitmap is either mostly or completely feature-complete, and it has a number of features tool.exe does not have, such as support for the .tga format (goes well with Refinery's data extraction) as well as dithering. Therefore, invader-bitmap is the superior choice.
Should I use invader-build or tool.exe?
It depends. Right now, invader-build isn't finished and has a number of issues that need ironed out before this FAQ can confidently recommend it for every use case, while tool.exe is basically the reference when it comes to building cache files.
Most singleplayer maps will probably work, but until the stock campaign works as it did when built with tool.exe, then it is not recommended to use invader-build for singleplayer maps except for testing.
Most multiplayer maps work fine when built under invader-build. Because tool.exe has a number of bugs and invader-build does quite a few things tool.exe doesn't do, there are a few reasons to use invader-build over tool.exe for multiplayer maps.