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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Fri May 28, 2010 4:31 pm    Post subject: Texture and 2D gfx notes ... Reply with quote

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].
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sun May 30, 2010 8:19 pm    Post subject: Reply with quote

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.
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mh



Joined: 12 Jan 2008
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PostPosted: Mon May 31, 2010 8:55 am    Post subject: Reply with quote

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.
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Baker



Joined: 14 Mar 2006
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PostPosted: Tue Jun 01, 2010 7:43 pm    Post subject: Reply with quote

Oops Very Happy

Yeah 24 high.
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Chip



Joined: 21 Jan 2009
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Location: Romania

PostPosted: Wed Jun 02, 2010 10:09 am    Post subject: Reply with quote

Baker wrote:
Oops Very Happy Yeah 24 high.


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?

If all else fails, I'll wait for you, Baker, to document them all here.
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mh



Joined: 12 Jan 2008
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PostPosted: Wed Jun 02, 2010 10:32 am    Post subject: Reply with quote

The 16 dimension sounds like they might have been pre-scaled to powers of 2 for OpenGL. Question
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Wed Jun 02, 2010 12:33 pm    Post subject: Reply with quote

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.
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Sajt



Joined: 16 Oct 2004
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PostPosted: Wed Jun 02, 2010 7:16 pm    Post subject: Reply with quote

If you are making a list of 2D graphics in Quake for some reason, I guess you should also add which are drawn with Draw_Pic and which are drawn with Draw_TransPic.
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