Author Topic: 800x600  (Read 18321 times)

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Offline Woolie Wool

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Quote
Originally posted by penguin

From a code point of view the changes would probably be trivial.

The difficulty would be the hundred-or-so graphics that make up the UI screens the HUD, etc. which are all either 640x480 or 1024x786.  Open up sparky-hi.vp in VPViewer -- each of those files would have to be converted to the different resolution.  You could scale it in Gimp or Photoshop or whatever your drawing program of choice is, but it would probably look pretty crappy.

It doesn't matter if it's 800x600 or 1600x1200 -- lotsa new images would need to be created.


Why not just stretch the 640x480 interface art to accomodate 800x600? It might not look perfect, but it would be quite simple and I wouldn't have to download 100MB of GUI art.
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Offline Woolie Wool

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Originally posted by Ulala


I'm no graphics artist or coder or anything, in fact I know nothing of the source code or what's possible or what's not (I just play the game), but I think this is a good point, assuming it's possible. I have a AMD Ath 2700+, 512 DDR, and a Radeon 9500 pro and it's almost pointless to install something like FS2 onto it because the graphics are becoming more and more dated. Okay, flame away. :D


The beams will never look dated.:p
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Offline EdrickV

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Quote
Originally posted by Woolie Wool


Why not just stretch the 640x480 interface art to accomodate 800x600? It might not look perfect, but it would be quite simple and I wouldn't have to download 100MB of GUI art.


The interface wouldn't likely look any better in 800x600 then it would in 640x480. It might even look worse if you just scaled up the 640x480 graphics. (Either manually or by software.) And the graphics themselves are only half the problem, all the locations of the various interface parts are hardcoded into the game on a per resolution basis. Changing that would require a lot of work for little benefit. IMHO, this is a "do it yourself" situation. If you want an 800x600 resolution bad enough, then you'll probably have to do it yourself.
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Offline IceFire

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Leave it at 1024 and make sure that the SCP allows us to enable high levels of FSAA and Aniostropic filtering or something and we'll be happy.  Who really needs to have a higher resolution with those features enabled....other than for bragging rights maybe....
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Offline Nico

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Quote
Originally posted by IceFire
Leave it at 1024 and make sure that the SCP allows us to enable high levels of FSAA and Aniostropic filtering or something and we'll be happy.  Who really needs to have a higher resolution with those features enabled....other than for bragging rights maybe....


the ones that have a 21" and where you do see the pixels...
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Offline Sesquipedalian

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Quote
Originally posted by Venom


the ones that have a 21" and where you do see the pixels...
Serves them right for having so much money to spare.
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Offline Nico

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Originally posted by Sesquipedalian
Serves them right for having so much money to spare.


don't be jealous, I paid mine half the price, from a company that went bankrupt :D ( heh, a brand new 21" for half the price, who would spit on it? :D )
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Offline Bobboau

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well not only would new art need to be made but for every thing you see on screen at any time you would need to find and adgust four coordanants
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may i suggest to REDUCE the high res graphics instead, good look converting and renaming all those 2000 odd misc interface graphics pieces.
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Offline RandomTiger

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I was playing around with this last night. The locations for the bitmaps seem to be in arrays that I accessed and scaled acording to the new res against what it was meant for.

Now I just need to scale the width and height themselves.
It might not be so difficult but I suspect that stetching the textures will blur them too much and leave obvious joins with the main hall animations.

The advantage of stretching though it that one set of bitmaps can be used for all modes 640x480, 1280x1024 etc. In the future people could make hi res texture art and people running it at lower res just get scaled down versions, not too difficult using D3DX's texture helper functions.

Could a moderator or admin merge this with the 800x600 thread please.
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« Last Edit: June 05, 2003, 06:57:22 am by 848 »

 

Offline EdrickV

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Quote
Originally posted by IceFire
Leave it at 1024 and make sure that the SCP allows us to enable high levels of FSAA and Aniostropic filtering or something and we'll be happy.  Who really needs to have a higher resolution with those features enabled....other than for bragging rights maybe....


Incidental note: The GeForce 5200 and probably other GeForce cards should allow you to set FSAA and Aniostropic filtering settings independent of what settings are available in the game itself. :) Though I don't really know what the latter actually does.
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Offline phreak

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any card with GL_ARB_multisample could use FSAA.  I've never tested it since i don't have a card that supports it.  I know anything above a Geforce 3 will, but not too sure about Radeons.

As for Ansiotropic filtering (never could spell that right ;)), any card with GL_EXT_texture_filter_anisotropic will do this.  I actually have code that *should* be working in game that does this, but i have yet to see any comparative pics.
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Offline Sandwich

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Quote
Originally posted by PhReAk
As for Ansiotropic filtering (never could spell that right ;)), any card with GL_EXT_texture_filter_anisotropic will do this.  I actually have code that *should* be working in game that does this, but i have yet to see any comparative pics.


Yeah, but what does it do? :p
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Offline Nico

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bah, FSAA is a joke. anti aliasing makes things looks more smooth, ok, but the her2 you see 100 meters in front of you was a big chunk of pixels w/o FSAA, it will remain a bunch of pixels with FSAA too.
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Offline Bobboau

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ansiotropic filtering is a method of pulling colors from a bit map and transfering them to the screen while rendering a polygon, it is the nicest, yet by far slowest, method of doing this, I don't think it would be of much use in FS the only time you *might* see it is when you are flying along a huge capship, this is more something for FPSs
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Offline phreak

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Offline phreak

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once we can get 32-bit textures, we anisotropic filtering would work since we need mipmaps and the opengl mipmap function doesn't like the 565 or 1555 texture format.
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Offline Nico

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to be honest I still can't see the usefulness of 32 bits maps.
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Offline RandomTiger

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Originally posted by Venom
to be honest I still can't see the usefulness of 32 bits maps.


Um... quality?