No forum for this so I'll shoehorn this in here.
Graphic dimensions for the Quake 2D Pics.
Menu Single player, etc. = 240px by 21 px. per row Maybe technically 22 px height. With reasonable resolution, scales to 960 x 84
[Post to be updated as needed with more data].
Texture and 2D gfx notes ...
Texture and 2D gfx notes ...
The night is young. How else can I annoy the world before sunsrise? Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
Are you sure about that? I recreated all 2D pics for OpenQuartz 2 and they're all multiple of 16. I have all 2D pics in Photoshop .psd format. The menu single player pic is 256x32.
I can upload them somewhere and link them here if you want.
I can upload them somewhere and link them here if you want.
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Roo Holidays
Fear not the dark, but what the dark hides.
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Roo Holidays
Fear not the dark, but what the dark hides.
Most of the main status bar pics are definitely 24 high, quite certain about that.
Looking at M_Main_Draw (for example, but it's the same in the rest of them), the cursor (spinning Q logo) is drawn at "32 + m_main_cursor * 20", indicating that the row height in the menu pics is actually 20.
Looking at M_Main_Draw (for example, but it's the same in the rest of them), the cursor (spinning Q logo) is drawn at "32 + m_main_cursor * 20", indicating that the row height in the menu pics is actually 20.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
I must be wrong then. I took all images from the original OpenQuartz, and I figured they took them from the original Quake. It seems I was wrong. I'll try to open gfx.wad and see the original dimensions there. That is the place to check this, right?Baker wrote:Oops Yeah 24 high.
If all else fails, I'll wait for you, Baker, to document them all here.
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Roo Holidays
Fear not the dark, but what the dark hides.
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Roo Holidays
Fear not the dark, but what the dark hides.
the quake engine traditionally uses the size of the wad/lumps to decide how large the items should normally be drawn. which means resizing/highres things can be awkward.
status bar images will be generally be small enough to be packed into a larger texture to avoid state changes anyway.
sbar is 24 high, ibar is 16 high (ammo counts above the images for an extra 8 pixels or so), so the sbar and ibar background images are the same.
status bar images will be generally be small enough to be packed into a larger texture to avoid state changes anyway.
sbar is 24 high, ibar is 16 high (ammo counts above the images for an extra 8 pixels or so), so the sbar and ibar background images are the same.