Reticule size - is 64x64 hardcoded?

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
Post Reply
Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

I wonder if the reticules (centerinbmp.mdl, centeroutbmp.mdl) must be 64x64.
I did not find a call for this in dialog.mdl, if this is used in another .mdl or is hardcoded, IDK.

While I have your attention, what about other HUD elements like the lead indicator and radar icons?
I'm guessing at least some of these are hardcoded (12x12 seems to be typical) but if some of these are flexible and can be made larger it would be very interesting for all sorts of reasons.
Image Image Image
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

I have experimented with the reticule and radar icons.

The reticule is quite flexible, auto-centering iirc.

Radar icons can be whatever size, but the issue is they are also that size in the minimap. If someone coded a resize for the minimap they would be much better, but as it stands they are 16x16 or smaller.

I have not played with odd-shaped files of either
Image
ImageImage
Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Andon wrote:QUOTE (Andon @ Jul 28 2010, 12:41 AM) I have experimented with the reticule and radar icons.

The reticule is quite flexible, auto-centering iirc.

Radar icons can be whatever size, but the issue is they are also that size in the minimap. If someone coded a resize for the minimap they would be much better, but as it stands they are 16x16 or smaller.

I have not played with odd-shaped files of either
`yt :)

This is excellent. I was looking for inspiration for my HUD work in a book on the history of combat aircraft and I fancy trying the opposite of the trend to make tiny reticules and removing the green aim cue.

Re: minimap icons, that's something worth keeping in mind. The worst part of resizing the minimap is IMHO the background texture.
Something else to remember is that there are icons which do not appear in the minimap, such as missiles, mines, towers, Alephs and floating items.
These are fair game and there are distinct advantages to making only them bigger.

I'll run some tests and report.
Image Image Image
Psychosis
Posts: 4218
Joined: Wed Oct 27, 2004 7:00 am
Location: California

Post by Psychosis »

really? can we actually make it BIGGER than a 64x64? or will it just shrink?
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

There's no auto-resize code in Alleg AFAIK
Image
ImageImage
Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

When I finally get a modern monitor I'll have to make a larger version of TehBox, and probably of the whole Thin Gauge hud. It's working fine for me now at my primitive 1024 x 768 monitor, but I can see problems ahead after a few more paychecks.
ImageImageImageImageImage
<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Adept wrote:QUOTE (Adept @ Jul 28 2010, 09:46 AM) When I finally get a modern monitor I'll have to make a larger version of TehBox, and probably of the whole Thin Gauge hud. It's working fine for me now at my primitive 1024 x 768 monitor, but I can see problems ahead after a few more paychecks.
Exactly why I'm trying to redo Jelloshot.
Re: TehBox, you'll be kissing it goodbye in favor of something much smarter as soon as I'm done cooking for sick people and dog and whatever else gets thrown at me today...
Image Image Image
Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Endless testing...
Image Image Image
Post Reply