Re: JA2 1.13 with Upscaled HQ Textures[message #362546 is a reply to message #362543]
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Thu, 25 February 2021 13:09
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Asdow |
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Messages:143
Registered:August 2010 |
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I've had similar thoughts while working on the new animations and it's possible, but not without changes to the code because as seven mentioned, a lot of UI components are hardcoded with absolute pixel positions.
The "easiest" solution might be to forgo support for low resolutions, substitute all the artwork with higher resolution versions and modify the code to work on them similarly to original graphics. Say, if the lowest usable resolution now is 640x480, double it and the all the artwork sizes, the relative size of everything should look the same except with more details.
Best solution would be to rewrite a lot of the UI code to use relative positions and make it work regardless of the resolution/artwork size by scaling the art. That's a big undertaking though, and another issue is tactical rendering. IIRC the tileengine has a hardcoded assumption that one tile is 20 pixels wide, and that assumption is used quite extensively in the rendering codes, at least pertaining to zbuffer from what I remember about reading the code.
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Sergeant
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