Hi-res status icons (graphics)

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Expand view Topic review: Hi-res status icons (graphics)

by Graf Zahl » Mon Oct 02, 2006 6:42 am

It's working in 2.1.6 if there is no bug that's preventing it. I haven't tested hires graphics for icons myself yet

by Cutmanmike » Mon Oct 02, 2006 5:02 am

So this feature going to work or does it already work in GZdoom?

by Graf Zahl » Mon Oct 02, 2006 4:18 am

Since the 2D texture drawer can recognize scaling, yes. But of course you have to be careful with a software renderer. The higher the graphic's resolution the more visible the scaling artifacts will become.

by Cutmanmike » Mon Oct 02, 2006 3:37 am

Wait... so scaling works with anything now?

by Graf Zahl » Mon Oct 02, 2006 3:26 am

The status bar can't be done for technical reasons but all the rest should work now that the 2D texture functions recognize texture scaling factors.

by Enjay » Mon Aug 08, 2005 3:47 am

There has already been a set made (for JDoom and related ports IIRC). I don't like everything in it, but some of it is OK and it is all there (I think). For Doom at least.

Also, as far as making them goes, it's probably less of an onerous task than making a new bunch of sprites for a single monster, or something.

by Graf Zahl » Sun Aug 07, 2005 9:09 am

Somebody has to make them - except the keys where you can use the in-game sprites.

Hi-res status icons (graphics)

by Lexus Alyus » Sun Aug 07, 2005 5:50 am

Wouldn't it be cool if we could have hi-res fonts, status bar, inventory keys/items, etc...? Ya know, all the small bits of graphics :D. I think this would be cool :D.

:twisted:

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