X2 project

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

the X2 project is a project i started quite a while ago, and recently flingpu has done a load of stuff that helped it a lot (i hadn't done anything else on it recently)

the objective: double the "normal" resolution of allegiance from 800*600 to 1600*1200

this resolution was chosen because we just have to double the size of all the images - simplicity + ease of modding.

right now:the gauges are done (both in normal and thingauge mod v1.1)doubled all font sizesi have re-sized the inventory, but the text gets cut offmoved the sector name + currently viewing/location text, and the current order (un-tested) texthttp://img408.imageshack.us/img408/7204/20...15493296zo9.png

todo:f5f6f7static screens - load out screen, in base screen, training mission select screen, lobby screen, allegiance home screen, free games screen, other lobby screenre-size the chat boxre-position text on screenchoose correct sized fontsdownload of files i'm using right now soon....
http://www.mesialonline.com/madpeople/X2.zip note: THIS IS NOT A COMPLETE MOD YET! this is only if you intend to help develop this into a completed mod

extract to your /allegiance directory, it should make 2 sub folders in your artwork directory BigHud and SmallHud and put 2 .bat files in your \allegiance directory: toBigHud.bat and toSmallHud.bat run toBigHud.bat to switch to the files in \artwork\BigHud , use toSmallHud to switch to the default files. also put in your \allegiance directory is hudcopy.exe run this before running toBigHud, it copies all the files toBigHud will overwrite into the folder \allegiance\artwork\SmallHud\ so you can use toSmallHud to revert back to them.
Last edited by madpeople on Wed Apr 18, 2007 3:18 pm, edited 1 time in total.
Orion
Posts: 1733
Joined: Tue Jul 01, 2003 7:00 am
Location: Planet Min·ne·so·ta
Contact:

Post by Orion »

Ew, is that the hi-res stuff? Someone should dirty that stuff up, space doesn't look that crisp & clean.
Image
FlingPu
Posts: 540
Joined: Tue Jan 30, 2007 2:42 am
Location: Dayton, Ohio, USA

Post by FlingPu »

Something like my car... coffee stains on the console!

BTW, I found that the interface images expand really well at 200% with bilinear resampling. Bicubic tended to warp at the outer edges. Nearest-neighbor just made the pixels bigger and more blocky.
ImageImage
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

Orion wrote:QUOTE (Orion @ Apr 18 2007, 04:04 PM) Ew, is that the hi-res stuff? Someone should dirty that stuff up, space doesn't look that crisp & clean.
this is re-sizing all the HUD and normal game screens so that they appear to be the same physical size on screen at 1600*1200 as the default ones at 800*600
FlingPu wrote:QUOTE (FlingPu @ Apr 18 2007, 04:16 PM) Something like my car... coffee stains on the console!

BTW, I found that the interface images expand really well at 200% with bilinear resampling. Bicubic tended to warp at the outer edges. Nearest-neighbor just made the pixels bigger and more blocky.
i used bicubic, it doesn't matter the images are just for testing purposes, we can beautify them as finishing touches once all the .mdl editing has been done

p.s. to change the font size:
download + edit this file
then put your edited fontsource.mdl into the same folder you have mdlc in, open a command prompt there and type
mdlc fontsource.mdl font.mdl

the output font.mdl when put in your art directory will make the fonts the sizes you set... but then you need to change dialog.mdl to make them be in the correct positions...
FlingPu
Posts: 540
Joined: Tue Jan 30, 2007 2:42 am
Location: Dayton, Ohio, USA

Post by FlingPu »

Very cool. I was going to experiment with that file... You might try creating a set of x2 font aliases so that the dialogs can be upgraded one at a time to point to new fonts.
ImageImage
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

i'm not sure that's possible? i think allegiance reads that file like a style sheet and then makes all fonts the sizes specified in it (if there are any hardcoded pieces of text, they will look for fonts in font.mdl...)
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

For the artwork scaling, Zapper could Probably Alienskin BlowUp them for you. The shapes are simple enough that it should work pretty good.
FlingPu
Posts: 540
Joined: Tue Jan 30, 2007 2:42 am
Location: Dayton, Ohio, USA

Post by FlingPu »

madpeople wrote:QUOTE (madpeople @ Apr 18 2007, 11:53 AM) i'm not sure that's possible? i think allegiance reads that file like a style sheet and then makes all fonts the sizes specified in it (if there are any hardcoded pieces of text, they will look for fonts in font.mdl...)
I just tried it and it works!
ImageImage
CronoDroid
Posts: 4606
Joined: Sun Nov 06, 2005 8:00 am
Contact:

Post by CronoDroid »

I think Orion means the IC base looks far too clean for a battle hardened faction. Things like the logo.
Raveen
Posts: 9104
Joined: Wed Mar 16, 2005 8:00 am
Location: Birmingham, UK
Contact:

Post by Raveen »

Not wanting to rain on your parade, but I don't think many people are going to use this mod due to the prevelance of 1280*1024 TFT monitors.

I looked into a project like this a while ago and there was definite support for a 1.5* mod which would be pretty much appropriate for most of these players.

Saying that, once you've worked it all out a 1.5* mod shouldn't be too tricky...
ImageImage
Spidey: Can't think of a reason I'd need to know anything
Post Reply