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[Reticles] mXHairs 2.1

Posted: Mon Jun 04, 2012 11:26 am
by Medicris
Spoiler: Find your fancy -- Fullsize Preview (Open)
Yes, I know a bunch don't seem practical.
Those are requests.

Image
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Mediafire Download (42kb)

All known previous versions can be found here(Courtesy of DevilHunter)

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Made out of a desire to have Quake 3/4's amount of crosshair customization, which then spiraled out of control at the people's whim.
2.1 focuses on choices tailored to both low-res and emerging ultra-hd resolutions.
Installation
Place the .pk3 file into your skins folder in your Z& directory (Zandronum\skins). They will be available in the usual ingame menu selection.
Spoiler: How to add, edit, or swap reticles from previous versions (Open)
As there are only 99 slots, some oddballs have been pushed out of the file to make room for new variations.

All images in this pack are 99x99 PNG images with 49y:49x offsets in Slade. If you modify any reticle, remember to draw it in grayscale and save as truecolour (32-bit) PNG. Then, set their offsets in Slade once you import them to the .pk3 file. They must be named "xhairb<number>.png" to register as a crosshair. Only xhairb1 through xhairb99 are supported.
Spoiler: Fair warning to non-Windows players and those running on old graphics hardware (Open)
Without DirectX, ZDoom nor any derivatives (incl. Zandronum) can process alpha blending on the HUD, which includes crosshairs. When this happens, these reticles will appear as a big coloured square with shaped holes in it.

If you're one of these people, you're not SOL for custom reticles.
BMP-formatted two-tone custom crosshairs can be made by using a cyan, grey, and black palette as such:

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Be aware that these are limited to solid and 50% translucent. Any shade of grey will be regarded as 50% transparency, and black is solid. Cyan is rendered as invisible, like standard Doom sprites.

Oh yeah, and very low resolutions (<640x480) use files named xhairs## ("small"), tiny versions of xhairb## ("big"). Since I don't care to redraw tiny versions of each one, this will not work on such resolutions and will appear as ZDoom's crosshair 1.

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Mon Jun 04, 2012 11:37 am
by Vordenko
and Downloading again for the sake of why not
Glad to see this thread back, I like this crosshair pack :P

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Mon Jun 04, 2012 4:47 pm
by Twister
xhairb96 - 97 FTW

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Tue Jun 05, 2012 3:33 pm
by mr fiat
ooh I love these :D

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Wed Jun 06, 2012 10:32 am
by Devon
Awesome, cheers. I've been in need of a crosshair with a surrounding area around a mid-point (Good for SSG I find). Xhairb63 does this nicely. Thanks for this! :P

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Sun Jun 10, 2012 3:28 am
by Shoggy
Image

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Sun Jun 10, 2012 6:49 am
by Sgt Dopey
Do these crosshairs work with ZDoom as well?

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Sun Jun 10, 2012 7:36 am
by President People
There should be one that helps with straferunning. :) Strife's aiming powerup does something like that.

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Sun Jun 10, 2012 8:14 am
by Vanadiss
xhairb38.png
xhairb95.png
xhairb76.png
xhairb72.png
xhairb73.png
xhairb69.png [very curious number... If You know what I mean :D]
xhairb56.png
xhairb63.png
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Most usable crosshairs for me. Good for nailgun/warlock Ice hands aiming.

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Sun Jun 10, 2012 8:17 am
by Dragon
Now finally the custom crosshairs are here! I always had trouble finding where everyone got their crosshairs.

Did you make them Medi? If so, well done! :)

Thank you for this.

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Sun Jun 10, 2012 9:17 am
by [id]Angel
Moar Crosshairs = More accuracy

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Sun Jun 10, 2012 11:56 am
by Medicris
Straferunning crosshair in strife? Naww man, that was a Targeter and all it did was show how much your weapons spread.

And yeah, I just scribbled them up in Paint.net. Doesn't mean I designed all of them, I saw some of these in other games then drew them like the rest (read: gradients everywhere).

Because reasons.

RE: [90-Crosshair Pack] MedXhairs 1.2

Posted: Mon Jun 11, 2012 4:42 am
by Reaku
I am utterly loving these cross hairs, I found a few in the lot that I think I'll be using a lot!

RE: [90-Crosshair Pack] MedXhairs 1.3 Because I somehow cared enough

Posted: Mon Jun 11, 2012 11:22 am
by Medicris
I updated because I somehow cared enough.

Bunch of creppy ones removed and replaced, and it now uses the slots that ST Expansion Pack used, so that's three extra, woo.

RE: [93-Crosshair Pack] MedXhairs 1.3 Because I somehow cared enough

Posted: Mon Jun 11, 2012 1:30 pm
by Vanadiss
Image
New Crosshairs...
xhairb99.png
xhairb52.png
xhairb75.png
Soawesomex2.png

RE: [93-Crosshair Pack] MedXhairs 1.3 Because I somehow cared enough

Posted: Tue Jun 12, 2012 8:12 pm
by Ermac
Your great work gives you good feel to customization of the game even more.

RE: [93-Crosshair Pack] MedXhairs 1.3 Because I somehow cared enough

Posted: Sun Jun 17, 2012 7:46 am
by DevilHunter
Mirrored for great Justice MedXhairs1.3 GET IT NOW!!

EDIT: Since I redone my wads folder, I have updated the Link.

RE: [93-Crosshair Pack] MedXhairs 1.3 Because I somehow cared enough

Posted: Mon Jun 18, 2012 4:16 pm
by FCx
I'm sorry for this nooish question: Does it work with skulltag 98d??

RE: [93-Crosshair Pack] MedXhairs 1.3 Because I somehow cared enough

Posted: Mon Jun 18, 2012 8:04 pm
by Medicris
It works on zDoom, Skulltag, and Zandronum: any port that uses the XHAIRS format.

RE: [93-Crosshair Pack] MedXhairs 1.3 Because I somehow cared enough

Posted: Mon Jun 18, 2012 10:27 pm
by _Cold
How can you create your own?
[I'm pretty noobish as far as creating Doom things go]