Scaling option for automap sprites

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Expand view Topic review: Scaling option for automap sprites

Re: Scaling option for automap sprites

by De-M-oN » Fri Aug 17, 2018 4:36 pm

They're very big at 2560x1600 as well.

Re: Scaling option for automap sprites

by Hypersonic » Sun Aug 05, 2018 5:34 pm

By bounding box does makes sense, though I believe there are items that hang from the ceiling that don't even have bounding boxes. Also the width/depth bounding box can be very different than the sprite dimensions, such as Heretic pillars. They have a small width/depth bounding box but are very tall and skinny so they would have to be scaled way down. That's a fundamental issue with sprites in the automap: Sprites assume you are seeing them from the side, while on the automap you're looking at them from above.

Re: Scaling option for automap sprites

by Gez » Sun Aug 05, 2018 9:55 am

The best would be an option to scale them to their bounding box.

I'd like also an option to only display things that can be interacted with (so with the SOLID, SPECIAL, or SHOOTABLE flags I guess), because sometimes maps feature a lot of sprites to represent SFX like a fog cloud and in automap sprite view that will make entire areas unreadable.

Re: Scaling option for automap sprites

by Hypersonic » Sun Aug 05, 2018 8:16 am

Perhaps draw order could help as well, such as draw items that are on the item count last so you can see them on top of corpses.

Related thread
viewtopic.php?f=4&t=59184

Scaling option for automap sprites

by jdznd » Sun Jul 22, 2018 4:30 am

I recently bought a 4k monitor after using a HD-res (1360x768) display for more than 10 years. I ran GZDoom and found that things sprites on automap are displayed insanely big at 4k resolution, and even more so at 8k. (with scale factor 2.0) I really hope there's some kind of scaling option to address this issue.

screenshots:
https://imgur.com/a/kmsoS5X

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