Is the source code for the hud scaling publicly available, or is there documentation on how it was achieved? I love how the HUD is actually legible due to this, and it'd be great if more mods had this option (not to mention the vanilla game, lol).
Is the source code for the hud scaling publicly available, or is there documentation on how it was achieved? I love how the HUD is actually legible due to this, and it'd be great if more mods had this option (not to mention the vanilla game, lol).
Useful FGD, although I recommend converting the textures yourself and grabbing some other stuff from the GTK-Radiant 1.4 installation. A couple things of note:
* This download converts all the PNG textures to JPG. This is done because JACK doesn't support PNG textures, but this breaks transparency. Instead, you should convert the PNG textures to TGA; I use GIMP with the default settings of RLE compression enabled and origin set to bottom-left, which works great.
* The download doesn't have the necessary DLLs for Quake2Map to run; these can be grabbed from GTK-Radiant 1.4.
I saw this posted on the PCGamingWiki and just had a few curiosities.
1. Why does this require installing extra codecs, if it is using the same format as the original?
2. Does this work if I were to set my monitor to a custom 1440x1080 resolution? What about other (non-1080p) resolutions?
3. Did you do anything special to make them not stretch, or does the game too dumb to do any scaling anyway?
A little strange to see the modern detailed textures with the original megaphone blasters. Hopefully Lego modding can sometime get to the point where those can be updated too.
SirYodaJedi
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