In-game images full scalling

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SuperToaster
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In-game images full scalling

#1

Post by SuperToaster » Sat Aug 18, 2012 10:12 pm

Just wondering, nearly every game, even not so modern got this feature to display any image in-game and scale it to player's monitor resolution.

Howewer both in ZDoom/GZDoom and Zandronum i never saw full image scalling. And that's really sad because when i for example make first person helmet graphics for player i got it cuted in widescreen resolution or at any resolutions which are somehow wider. And alot of mods, as i know, are suffering from same issue - they huds or, for example, blood screen graphics looks horrible on screens with wider resolution.

Right now images can be displayed with their original resolution via Hudmessage or they can be scaled in height with HUD(SBARINFO).

Returning to other games, they always got in their resources original image which resolution depends only on what quality game's artists want it to have and i find this way really good. While in ZDoom/Zandronum we must suffer from making graphics for some resolution which will look ugly on all others.

I don't really suggest anything right now, as i don't know if it could be even possible and that's more like a question : can it be made anyhow to add full image scalling both in Hudmessage (via some flag or parametre) and in HUD (too maybe with some parametre)?
Last edited by SuperToaster on Sat Aug 18, 2012 10:13 pm, edited 1 time in total.

Ijon Tichy
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RE: In-game images full scalling

#2

Post by Ijon Tichy » Sat Aug 18, 2012 10:39 pm

hud_scale 1

also it's completely up to the creator of the ACS to include SetHudSize in his scripts (which will get what you want) - I always do, but it's pretty common for someone not to
Last edited by Ijon Tichy on Sat Aug 18, 2012 10:40 pm, edited 1 time in total.

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Ænima
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RE: In-game images full scalling

#3

Post by Ænima » Sat Aug 18, 2012 10:41 pm

http://zdoom.org/wiki/SetHudSize usually does the job. Except for SBARINFO. That's still problematic when it comes to scaling at different resolutions.

EDIT:
Ijon ninja'd my post.
Last edited by Ænima on Sat Aug 18, 2012 10:41 pm, edited 1 time in total.
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SuperToaster
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RE: In-game images full scalling

#4

Post by SuperToaster » Sat Aug 18, 2012 11:34 pm

Ah, i was thinking that SetHudSize is just for setting coordinates of image placement. Okay, but wiki says that it work only on 4:3 resolutions. So on widescreen monitors this issue is still present?

Ijon Tichy
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RE: In-game images full scalling

#5

Post by Ijon Tichy » Sat Aug 18, 2012 11:41 pm

no, it means it won't compensate for non-4:3 ratios (read: it won't stretch coordinates for widescreen monitors)

SuperToaster
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RE: In-game images full scalling

#6

Post by SuperToaster » Sat Aug 18, 2012 11:51 pm

Ok, i get it. Thanks for replies, that's a really handy information.

SuperToaster
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RE: In-game images full scalling

#7

Post by SuperToaster » Sun Aug 19, 2012 12:47 pm

Hmm, i tested it. But it doesn't seem to work. How do you actually scale image with SetHudSize? I setted it with GetScreenHeight and GetScreenWidth and in HudMessage x and y i changed for 0.5,0.1 (i tried setting resolution/2<<16+0.4 but that didn't work as well). And all i get is that image is now on left edge - no scalling at all...

Ijon Tichy
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RE: In-game images full scalling

#8

Post by Ijon Tichy » Thu Aug 23, 2012 11:47 pm

Code: Select all

SetHudSize(640, 480, 1) ;            // all images are scaled so that they look proportional
int width  = GetScreenWidth << 16;   // to what they do on a 640x480 screen - 1 means "include
int height = GetScreenHeight << 16;  // the hud in the SetHudSize"

SetFont("PICFONT");

HudMessage(s:"A"; HUDMSG_PLAIN, 2321, CR_UNTRANSLATED, (width/2) + 0.4, (height/2), 10.0);

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