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PostPosted: Mon Oct 09, 2006 5:37 pm 
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Lets say we're putting an image of size 640x480 on a HUD, with a screen resolution of something huge like 2048x1536. I assume the image would scale to that width just as one would if it were on a wall instead of the HUD. If thats true, then the image would look pixelated (like crap) after being scaled.

do images on the HUD scale to screen res?

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PostPosted: Mon Oct 09, 2006 5:45 pm 
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Yes, the image would scale. It's like you'd expect from a texture image; it would interpolate up. I guess you can say it "looks like crap" depending on the point of view. Usually it wouldn't get *pixelated*, but interpolated.. that is, look a bit blurred.

If you want it to be sharper, use images of higher resolutions, like 1024x1024 or up.

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 Post subject: Re: Complete GUI Scripting - 3: Preparing and importing assets
PostPosted: Tue Aug 02, 2011 12:47 am 
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Thanks for these tutorials zeh (if you're still around). I'm working my way through them. I have a problem when I run testgui.

http://i.imgur.com/bNxKl.png

The text is jumbled. I'm running the latest updated Doom 3 on Linux. I'm using the .pk4 files off the original CDs a bought in, I think, 2004. That image is when running windowed @ 800x600. I get the same results when running fullscreen @ 1900x600.

Oh, another problem I have is when using the font key.

font "fonts/english"

WARNING: RegisterFont: couldn't find font: 'fonts/english/english/fontImage_12.dat'

base
|-- cakestatus
| `-- all tga files here
|-- cakestatus.gui
`-- all default Doom .pk4 files here

I've played the game through on maximum settings and had no problems at all. I should probably reboot to windows and see if it renders the same.


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 Post subject: Re: Complete GUI Scripting - 3: Preparing and importing assets
PostPosted: Tue Aug 02, 2011 12:52 am 
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Post a question then immediately realize what the *problem* is. All three text string are being rendered at the same time at this point.

But my font question still stands.


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