[Reticles] mXHairs 2.1

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

[Reticles] mXHairs 2.1

#1

Post by Medicris » Mon Jun 04, 2012 11:26 am

Spoiler: Find your fancy -- Fullsize Preview (Open)
Yes, I know a bunch don't seem practical.
Those are requests.

Image
Image
Mediafire Download (42kb)

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

Image

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:

Image

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.
Last edited by Medicris on Mon Jan 25, 2016 2:11 pm, edited 1 time in total.

Vordenko
 
Posts: 47
Joined: Mon Jun 04, 2012 5:16 am
Location: The Limbo

RE: [90-Crosshair Pack] MedXhairs 1.2

#2

Post by Vordenko » Mon Jun 04, 2012 11:37 am

and Downloading again for the sake of why not
Glad to see this thread back, I like this crosshair pack :P

Twister
Under Moderation
Posts: 49
Joined: Mon Jun 04, 2012 1:48 pm
Location: Next door
Contact:

RE: [90-Crosshair Pack] MedXhairs 1.2

#3

Post by Twister » Mon Jun 04, 2012 4:47 pm

xhairb96 - 97 FTW

User avatar
mr fiat
Frequent Poster Miles card holder
Posts: 858
Joined: Tue Jun 05, 2012 3:28 pm
Location: netherlands

RE: [90-Crosshair Pack] MedXhairs 1.2

#4

Post by mr fiat » Tue Jun 05, 2012 3:33 pm

ooh I love these :D

Devon
Forum Regular
Posts: 136
Joined: Mon Jun 04, 2012 2:13 pm
Location: Britville, Britland

RE: [90-Crosshair Pack] MedXhairs 1.2

#5

Post by Devon » Wed Jun 06, 2012 10:32 am

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

Shoggy
 
Posts: 65
Joined: Tue Jun 05, 2012 11:42 pm
Location: Tokyo, JPN
Contact:

RE: [90-Crosshair Pack] MedXhairs 1.2

#6

Post by Shoggy » Sun Jun 10, 2012 3:28 am

Image

Sgt Dopey
 
Posts: 20
Joined: Tue Jun 05, 2012 7:37 am
Location: Australia

RE: [90-Crosshair Pack] MedXhairs 1.2

#7

Post by Sgt Dopey » Sun Jun 10, 2012 6:49 am

Do these crosshairs work with ZDoom as well?

User avatar
President People
Forum Regular
Posts: 394
Joined: Tue Jun 05, 2012 8:12 am

RE: [90-Crosshair Pack] MedXhairs 1.2

#8

Post by President People » Sun Jun 10, 2012 7:36 am

There should be one that helps with straferunning. :) Strife's aiming powerup does something like that.
Image
***MARATHON SKINS PACK V1.0.7***

I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.

Vanadiss
 
Posts: 23
Joined: Fri Jun 08, 2012 11:09 am
Location: Poland

RE: [90-Crosshair Pack] MedXhairs 1.2

#9

Post by Vanadiss » Sun Jun 10, 2012 8:14 am

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.
Last edited by Vanadiss on Sun Jun 10, 2012 12:11 pm, edited 1 time in total.
Image
Rule #1: Never go full retard.

Dragon
Forum Regular
Posts: 513
Joined: Mon Jun 04, 2012 9:43 am

RE: [90-Crosshair Pack] MedXhairs 1.2

#10

Post by Dragon » Sun Jun 10, 2012 8:17 am

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.
Last edited by Dragon on Sun Jun 10, 2012 8:18 am, edited 1 time in total.

[id]Angel
 
Posts: 49
Joined: Sat Jun 09, 2012 9:33 am
Location: Earth

RE: [90-Crosshair Pack] MedXhairs 1.2

#11

Post by [id]Angel » Sun Jun 10, 2012 9:17 am

Moar Crosshairs = More accuracy
Last edited by [id]Angel on Sun Jun 10, 2012 9:17 am, edited 1 time in total.
[spoiler]Image[/spoiler]
Find me ingame as [id]Angel

User avatar
Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

RE: [90-Crosshair Pack] MedXhairs 1.2

#12

Post by Medicris » Sun Jun 10, 2012 11:56 am

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.
Last edited by Medicris on Mon Feb 10, 2014 12:24 pm, edited 1 time in total.

Reaku
Forum Regular
Posts: 199
Joined: Mon Jun 11, 2012 4:03 am
Location: Crate City USA.
Contact:

RE: [90-Crosshair Pack] MedXhairs 1.2

#13

Post by Reaku » Mon Jun 11, 2012 4:42 am

I am utterly loving these cross hairs, I found a few in the lot that I think I'll be using a lot!
|Project releases|
http://zandronum.com/forum/showthread.php?tid=217 : Reckoning of Armageddon: Deathmatch map pack :

______________________________________________________
Early to rise, early to bed, makes a man healthy, but socially dead.

User avatar
Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

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

#14

Post by Medicris » Mon Jun 11, 2012 11:22 am

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.

Vanadiss
 
Posts: 23
Joined: Fri Jun 08, 2012 11:09 am
Location: Poland

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

#15

Post by Vanadiss » Mon Jun 11, 2012 1:30 pm

Image
New Crosshairs...
xhairb99.png
xhairb52.png
xhairb75.png
Soawesomex2.png
Image
Rule #1: Never go full retard.

User avatar
Ermac
 
Posts: 61
Joined: Wed Jun 06, 2012 4:45 am
Location: Serbia
Contact:

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

#16

Post by Ermac » Tue Jun 12, 2012 8:12 pm

Your great work gives you good feel to customization of the game even more.
'sSs' Ermac ~ "Wasteland is harsh" (FOnline2 quote)

User avatar
DevilHunter
Zandronum Tester
Posts: 635
Joined: Sun Jun 17, 2012 12:58 am
Location: Alaska, USA
Contact:

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

#17

Post by DevilHunter » Sun Jun 17, 2012 7:46 am

Mirrored for great Justice MedXhairs1.3 GET IT NOW!!

EDIT: Since I redone my wads folder, I have updated the Link.
Last edited by DevilHunter on Tue Apr 21, 2015 4:09 am, edited 1 time in total.

FCx
 
Posts: 21
Joined: Thu Jun 07, 2012 5:05 pm
Location: AR

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

#18

Post by FCx » Mon Jun 18, 2012 4:16 pm

I'm sorry for this nooish question: Does it work with skulltag 98d??

User avatar
Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

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

#19

Post by Medicris » Mon Jun 18, 2012 8:04 pm

It works on zDoom, Skulltag, and Zandronum: any port that uses the XHAIRS format.
Last edited by Medicris on Mon Jun 18, 2012 8:05 pm, edited 1 time in total.

_Cold
New User
Posts: 14
Joined: Sat Jun 16, 2012 1:56 am
Location: Georgia, USA

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

#20

Post by _Cold » Mon Jun 18, 2012 10:27 pm

How can you create your own?
[I'm pretty noobish as far as creating Doom things go]

Post Reply