There are lots of HUD markers - like crosshairs, arrows, ITTS, mount locations (that thing thing controlled by graphics/hud/draw_weapon_sprite), locking reticle (both types are cool, but the point stands) and so on - drawn as lines via GFXVertex3d, most with line colors, thickness and length set up. Hardcoded things are sometime inconvenient and always harder to tinker with.
Bitmap sprites can't do, since most of these things are resized on the fly while retaining line thickness.
What about vector formats?
These drawings should somehow include variables (such as time and lock_percent) in addition to the size and colors, but at least SVG supports parameters.
I realize that it's a rather big thing, but it could turn a lot of further efforts in a large area into trivial operations, as well as ease modding even more.
HUD and Vector Graphics
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HUD and Vector Graphics
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Re: HUD and Vector Graphics
Good point. I recently started playing VS at 1920x1080, and immediately noticed that the HUD objects (and splash screens and base screens) are all stretched horizontally. So vector graphics should be able to mitigate that.
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Re: HUD and Vector Graphics
Proper aspect ratio management should fix the stretching without resorting to vector art.
In fact, vector art would not solve it, without aspect ratio management.
I don't see an easy way to support vector graphics, rasterizing standard vector graphics formats is far from trivial.
In fact, vector art would not solve it, without aspect ratio management.
I don't see an easy way to support vector graphics, rasterizing standard vector graphics formats is far from trivial.
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Re: HUD and Vector Graphics
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Re: HUD and Vector Graphics
Interesting...
...still not trivial to use.
And it still spits a bitmap, I don't see the huge benefit over just having the bitmap stored in a png.
...still not trivial to use.
And it still spits a bitmap, I don't see the huge benefit over just having the bitmap stored in a png.