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Larger Resolution Icons at the same menu / screen / monitor size (e.g. 128x128 icons) #879
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(There's no engine limitation here, so I moved this to flare-game) We actually have 64x64 (60x60 with a 2px border) icons in the art_src/icons folder: icons.xcf Many of the icons are 3D renders that have been painted over, and there aren't any larger sources. So 64x64 is what we have to work with. We scale the icons down to 32x32 because that's what fits with the rest of our current art assets. Re-did all the assets at 2x size, then we could use 64x64 icons. Doing this is not trivial:
The current assets are "good enough" for now. Doing an "HD" version of the art has been on the back burner for years, and I predict it will stay that way for a while. PS, here's a screenshot of Wandercall to show what 64x64 icons can look like: |
Okay I noticed that the Flare engine / game resolution is at a minimum of I think '# display resolution. 640x480 minimum': https://github.com/flareteam/flare-engine/blob/8769888f08c21ecf197a08fed2879d770c7571c0/mods/gcw0_defaults/engine/default_settings.txt (or mods\default\engine\resolutions.txt) If I were to multiply by 4 the Flare minimum resolution from 640 x 480 to 2,560 x 1,920 would all of the art assets crash because they are smaller scale (like 32 x 32 icons)? If this is possible to increase the pixel density / 4 times the minimum screen resolution for Flare I would be willing to do the menu / art work, ~'place holders'(?) where for example a 32 x 32 icon turns into a 128 x 128 icon but with the same full screen real-estate as before but with the support of later adding in full detail 128 x 128 icons. I am wondering how to get Flare working with 4 times the resolution as the minimum resolution and what needs to be done art wise to make it not crash; even if it looks the same as before but technically it is running old 32 x 32 icons up-scaled / multiplied by 4 into 128 x 128 icons. Or is there major coding resolution issues that prevent smoothly implementing all of the old art up-scaled by 4 with 4 times the minimum screen resolution so that the pixel density is increased by 4 times? If I can help with the art up-sizing I can do that, although I am in the dark as to what steps would be need to be taken and in what order on the engine side of things. If the minimum screen resolution is multiplied by 4, old art assets can be up-scaled / enlarged without tearing for one old pixel can be split into 4 pixels and will still look the same as before. Yet the old 4 times enlarged art would be technically 4 times the pixel density / 4 times the original resolution. Then the Flare game / engine could then support new assets to eventually replace the old assets bit by bit that are made from the start with the higher detail / using 128 x 128 pixel icons from the start. |
Also how do I tinker with (mods\default\engine\resolutions.txt) menu_frame_width=640 icon_size=32 required_width=640 virtual_height=480,600 If I multiply everything by 4 it looks like menu_frame_width=2560 icon_size=128 required_width=2560 virtual_height=1920,2400 Will this break everything? Hmmmn, there is at least one way to find out XD. |
The fantasycore mod actually has its own resolutions.txt defined to suit the art assets: https://github.com/flareteam/flare-game/blob/master/mods/fantasycore/engine/resolutions.txt The
The The
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Okay so all mods with engine/resolutions.txt must be all the same (mods/default/engine/resolutions.txt, mod/fantasycore/engine/resolutions.txt etc.?) Round 2.0 menu_frame_width=640 [not 2560, keep these the same and somehow fight / tinker with these later in a version 2.0?] icon_size=128 [make icons.png 4 times the size to match?] required_width=2560 [think could work for now / tinker with this later?] virtual_height=1920 [2400 does get taken out, or is it 1920,2400?] This should work? I will try it out; round 2.0 wish myself luck XD |
Crap how do I do spoilers that is a very big image XD. Uh-oh Gist looks like words only x.x XD. |
You can change the embedded image to a link by removing the preceding exclamation point. I fixed it for you. |
Oh thank you. |
"# Screen and icon resolution settings menu_frame_width=640 icon_size=128 required_width=2560 virtual_height=1920 I am still getting the broken starting menu with no buttons (how do I set up the menu?). I could try just using the bigger icons although this should just make bigger icons and not increase pixel density. Do I tinker with the menus in here: (mods\fantasycore\menus)? |
I wonder if the virtual height is breaking the menus (something like 4 times the resolution but still small menus)? Should I try to tinker with the menus in (mods\fantasycore\menus) to try to make them bigger by 4 and also use this resolutions.txt Would this work if I tinkered with the menu settings? menu_frame_width=2560 icon_size=128 required_width=2560 virtual_height=1920 |
I tried the exact same settings for resolutions.txt and have no issue with the buttons on the title screen. The configuration for that menu is |
(mods\default\menus\gametitle.txt) it has to be this one? |
Hmmm. "I tried the exact same settings for resolutions.txt" which one? menu_frame_width=640 icon_size=128 required_width=2560 virtual_height=1920 Or this: "# Screen and icon resolution settings menu_frame_width=2560 icon_size=128 required_width=2560 virtual_height=1920 |
I will put all resolutions.txt (I have 3 resolutions.txt in [mods/default/engine/ + mods/fantasycore/engine/ and mods/'myownmod'/engine) to: menu_frame_width=640 icon_size=128 required_width=2560 virtual_height=1920 |
Both work for me. For something else to try, you can change all the instances of |
(mods/default/menus/gametitle.txt) play_pos=0,-84,bottom To this? "logo=images/menus/logo.png,0,0,center play_pos=0,-84,center |
Yes |
This works, the title menu is back. play_pos=0,-84,center |
I will try that use of center with all of the ~'broken' / misaligned menus if i can to get them visible. |
Dumb question, but are you sure you have the entire window on screen? You could try maximizing the window to see if things at the bottom start to show up. |
Okay I am making progress with the menu positioning with the bigger screen resolution. I think I can get the menus to align now. The use of ",center" really helps. |
"Dumb question, but are you sure you have the entire window on screen? You could try maximizing the window to see if things at the bottom start to show up." I am not sure. It may not be, I cannot see the window edges then again once I get the menu working I can see if I have full screen on or off. It looks like full screen but I am not 100% sure. |
What is the pause / escape menu called in a menu text file? |
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(mods\fantasycore\menus\exit.txt) what is this? |
Oh, that's the file for the old pause menu (before the config menu replaced it). It's no longer used, so I'll remove it. |
Okay. So config.txt is pause menu? So I can pause the game but the menu is not anywhere to be seen. (mods\default\menus\config.txt) [I changed the # to + to not break the comment XD]
button_ok=0,-56,center listbox_scrollbar_offset=2
[mods] Do I put ",center" everywhere or something? |
I will try to turn virtual_height=1920 to virtual_height=960 lol. I think I messed up 2x2 = 4 into 4 x 4 = 16 XD. |
https://cdn.discordapp.com/attachments/872743295003000852/930676601283293244/unknown.png well that did something but it reminds myself of https://knowyourmeme.com/memes/wide-putin-walking-its-him |
2560x1920 should fit on a 4K (3840x2160) monitor, no? I think I figured it out! If you have scaling on in Windows, Flare gets scaled up, too. I just tried this in a VM at 150% windows scaling, and setting the resolutions.txt to match my monitor made the title buttons go off screen. |
If you have scaling on in Windows.. Hmm how do I change that? |
Settings > System > Display > Scale and Layout > Change the size of text, apps, and other items |
image this? |
I this have this |
Yes, that's the setting. You probably don't want to change that, so my recommendation is to target a lower resolution for Flare. Try 720p, 960p, or 1080p as a start. |
Hold on |
I think you need to wait for your images to finish uploading. The upload status is at the bottom of the comment box. |
So this: menu_frame_width=640 icon_size=128 required_width=2560 virtual_height=1920 To this? "# Screen and icon resolution settings menu_frame_width=640 icon_size=128 required_width=2560 [these stay the same or change them?] virtual_height=1080 [960 kind of made it 'wide putin', should it not be 1920?] |
Great! Perhaps I need to look into setting SDL_HINT_VIDEO_HIDPI_DISABLED. |
https://cdn.discordapp.com/attachments/872743295003000852/930684571664670780/unknown.png 128 x 128 icons are working now; I think? |
https://cdn.discordapp.com/attachments/872743295003000852/930685038562009158/unknown.png They are indeed working. That is a screen shot in game opened in paint.net and counting the pixels to be 120 x 120 (the same as the icon.png (x4). |
Looks like the icons are working. They're just a bit big for the rest of the game :) |
Yeah I also have 100 inventory spaces in this prototype XD. |
That is really excellent, the 128 x128 icons are working. https://cdn.discordapp.com/attachments/872743295003000852/930688541720211466/unknown.png I am not sure how that would work but if the tiles and spirits / animations are 4 times larger (x 4 sup scaled) they would look the same but have 4 times the pixel density / resolution. Now I understand icons are one thing and tilesets and animations are another. Although how complex would it be for 'FlareHD light' / Flare x 4? If I made all of the old art assets scaled up the same as the icons (x4 in scale) would this work with making the tilesets and animations? How would the Flare engine be able to run these 4 times larger tileset and animations? Is it very complex? Or is it something doable? Can this idea even work in the Flare engine with the rest of Flare art be up-scaled / enlarged by 4 times to match the icons and take advantage of the 4 times increased pixel density? This FlareHD light / ~'Flare x 4' would not require new art assets effectively (just simple scaling to nearest pixel edits). I am wondering if it would be a nightmare to render the tilesets and animations 4 times larger to match the x 4 time resolution like the icons? Is this a reasonable idea or is it out for lunch XD? I know making new art is a hard thing to do but up-scaled art could be easier? I am not 100% sure how Wandercall handled the resolution although I like the original scale of Flare but I am hoping for x4 times more pixel density; yet using basically the same but x 4 up scaled art assets to start ~'Flare x 4'? Is this asking too much and or is there a huge unseen complexity that is hard to over come? I am wondering if 'Flare x 4' can be achieved or not in a reasonable manner. As in kind of like what happened here with the 128 x 128 icons success; but for the tilesets and animations. Is it possible to run all the original art assets of Flare yet with x 4 the pixel density and hope they still work in the Flare engine? If so then this could open the doors for the community to make higher resolution 'FlareHD' assets but at a reasonable pace with still using original Flare x4 enlarged / up-scaled assets as placeholders. This could take Flare from 2000's art into the 2020's art and add decades of life to the art and I think with x 4 the pixel density that the Flare engine can make some really amazing games. Although it all comes down to figuring if it can be done early enough I feel. I really hope that 'Flare x 4' can be reasonable to do for it can lead to some amazing looking games that graphically could stand the test of time. |
Sorry to crash conversation, my two cents, WithinAmnesia your screen is too big for your own good ; ). For the art upscaling there are some solutions, first there is an "item camera setup" in the art repo (git-flare\flare-game\art_src\icons\artifacts) it works with any item, save for needing importing and manually rotating of the item; it ouputs whatever size you want, the bad thing is that some items are too "plain" when rendered. The plain clothes for example, so in the past someone painted over them to improve their looks, you might need to play around with noise textures/normals to avoid hand painting. Other solution would be AI upscaling software, sorry but i only know it exists, nothing else. But it could potentially upscale everything by itself. |
Screen sizes are only going up though. The march of technology seems to never stop. If it takes myself 5 years to make a great game worth playing for the entire world; then it will only be enjoyed in the late 2020's and into the 2030's. During a time and space wherein player expectations of high resolution graphics will be blazingly apparent. I got my 4k screen in 2016 and now there are 5k and 8k on the market and soon more with the high pixel density / 10K+ in the mid 2020's / with very high resolution VR technology currently taking off. All of the Flare graphics will be very dated come the 2030's. They already look very 2000's and I am hoping that with some technical work / know-how the framework for 'Flare x 4' can be implemented / tested so as to have a viable realistic route to FlareHD and or new games with new high resolution art assets. With 'Flare x 4' it will not look HD right away but it (hopefully) paves the way to Flare HD eventually bit by bit if the framework is there with 4 times the pixel density. As in then once all of the 'Flare x 4' original x 4 enlarged assets can (hopefully) run smooth / stable, the new high resolution art can be made into smaller tasks and done over time. Then this segmented / gradual / transitionary / spread of the work load can hopefully increase the chance of success for Flare HD; verses it potentially forever being on the back burner without 'getting over the first major hurdle'. I know that it sucks to do but there are only so many original assets to x 4 enlarge and battle to get them to work at x 4 within the in game resolution. The Flare game / assets being made with tiles and shared standardized art assets is an insane help here to alleviate work load. For all of the shared graphics only need to be up-scaled by x 4 in the art source (tilesets / animations .png's) and not going map per map and character per character. The tiled nature of the Flare engine / Flare game gives an advantage to increasing the resolution of the art assets (even if we just use x 4 enlarge original assets to start / as a placeholder). For once the x 4 higher pixel density / higher resolution / tiled art source images are able to run smooth / stable in game with Flare; we effective have opened Pandora's box with Flare HD. I know from way too many failed and scrapped and backport/retrofit killed projects that game engine work is very hard and rare to achieve. While HD art can be more easily sourced and there are a ton more artists than there are people like Clint and Justin. Hell even I can do HD art and I suck at coding XD! I realize that I am not the only one working with the Flare engine and assets. Yet for example of an immediate boon if 'Flare x 4' can be made stable enough before I go and build a massive game; I can make all new assets with x 4 graphics that will be high resolution and add decades of life to the game. I have a Castle that needs to be made into a (hopefully x 4) tileset to start one of many new tileset art assets to run with the Flare engine https://www.deviantart.com/withinamnesia/art/Balduran-s-Sea-Tower-Redesign-W-I-P-17-818093805 . I do not want to go through retrofitting hell again with making an RPG so I'd rather get this last major issue dealt with (if it even can be reasonably dealt with) and I am really hoping that this is the last major 'engine' / Flare feature / upgrade I have to ask of / do before I can start mass producing levels and assets and start hammering out an RPG on a massive scale. I know that I am pretty much at the mercy of Dorkster and the community here but if Flare x 4 does work then it would add decades of life to Flare project and derivative video games. I am really hoping to make a very special game that can be enjoyed for decades to come; just as in like Diablo I and Diablo II. Also I reflect upon as how Diablo II Resurrected's high pixel density / high definition graphics has most definitely brought Diablo II into the 2020's graphically and added decades of life back to Diablo II. I realize that a great game will take years to develop. Perhaps such an aim towards realizing a great game will take 3 or 5 years realistically with dignity to get through alpha and launch version 1.0; with the video game being developed only by myself and a handful of friends. I realize that such a great game will take over a decade to perfect and support a community for a game worth playing at launch and decades after. I am building towards my first commercially viable video game in the hope of realizing a life long dream to raise a medieval fantasy series and setting into the cultural stratosphere. Where my hopes and dreams of a series of video games worth playing can thrive long after I am dead; perhaps then I would be able to die in peace with the fulfillment of my dreams. I hope that this struggle for Flare x 4 can yield results for I realize that if Flare can have x 4 the pixel density it removes the overall low resolution graphical presentation to the player base. Thus with higher resolution graphics Flare can compete toe to toe decade after decade with AAA games and studios; yet without requiring 100+ people and millions of dollars to create. Thus enabling the entire world of everyday people rich or poor to be able to make high quality R.P.G.s with the Flare engine and the open source art assets into the 2030's and beyond. It is a long shot perhaps to ask for Flare x 4 but the reward for the community is insane verses the the potential hard fought battle. I sincerely hope that Flare x 4 can be achieved in spite of my own short comings. For the benefit for the whole community present and future, Flare x 4 to pathfind the way for Flare HD would be a game changer forever. |
This should remove the need for the workaround described here: flareteam/flare-game#879 (comment)
This should be possible with Flare 1.13(R.C.2). Although the DPI is still an issue and requires a manual override still #887 (comment) . If the DPI manual override can be solved (to have non-buggy start up / easy player presentation) than this issue should be possible and working for 128x128 icons and Flare x 4 G.U.I. / H.U.D. components. |
I'll make a DPI issue to focus on that. I should close this issue, 128x128 icons work, it is just that the DPI is not automatic, which is an annoying issue but a work around does exist (manually changing the DPI override for windows). |
I have a deep desire for better icon resolution possibility for the Flare Engine (e.g. 128 x 128 pixel icons).
I know that Diablo II has larger icon sizes where as the largest icon in the original Diablo II used 32 x 32 sized icons for one 'icon tile' out of a possible 2 x 3 = 6 'icon tile'
Examples:
World of Warcraft uses item icons of 56 x 56 (64 x 64 with borders): https://wow.zamimg.com/images/wow/icons/large/classicon_warrior.jpg (64 x 64 'barely looks okay')
Baldur's Gate uses 64 x 64 pixel 'icon tile' size and I can very much tell the difference of 32 x 32 compared to 64 x 64 (for I have made many Baldur's Gate item icons: https://www.deviantart.com/withinamnesia/gallery/51118284/baldur-s-gate-path-of-the-lost-odyssey )
Path of Exile uses 78 x 78 item 'icon tile' sizes; Path of Exile is kind of a retread of Diablo II but with more content. The ~same inventory system of items being made as Diablo II 'icon tiles' ranging from 1 x 1 'icon tile' to 2 x 4 'icon tile'. So in theory 2 x 78 = 156 and 4 x 78 = 312.
Examples:
Diablo II Resurrected uses 98 x 98 pixel 'icon tile' size
Ring: https://www.purediablo.com/wp-content/uploads/2021/04/ring4.png (98 x 98, 98 x 1 = 98)
Body Armour: https://www.purediablo.com/wp-content/uploads/2021/04/goldskin.png (196 x 294, 98 x 2 = 196 and 98 x 3 = 294)
All of these games pretty much use the same size / ~'screen real-estate' on the player's monitor to display roughly the same size item icons in roughly the same icon density per 'icon tile'.
I am hoping that Flare engine can somehow have the option to support higher resolution 'icon tiles' (128 x 128?). Yet keep the inventory 'icon tiles' using the same ~monitor / 'screen real-estate' as before; same proportions yet with higher definition. The old art is in 32 x 32 pixels per 'icon tile' so if they were could be scaled up / up-scaled / simply by multiplying the icons by ~4 to make 32 x 32 into 128 x 128. All of the old icons could stay the same and look the same yet the whole engine could hopefully render with 4 times more detail (with higher resolution [128 x 128 icons] art assets added in piece meal / bit by bit to start).
To have the old icons still be usable in a 4 times higher resolution display rendered for the Flare engine (~'just') take the "icons.png" file and times it by 4 from 256 x 1,024 into 1,024 x 4,096 [do not use 'soft edges']. All other needed preexisting Flare engine art (the menu art files) can be up scaled / image resolution multiplied by 4 to scale up the art assets images to work at higher resolutions. This saves a lot of work (new high resolution 128 x 128 Flare icons that can optionally be done later) for the Flare engine rendered resolution can be multiplied by 4 without needing to create more high resolution art assets from scratch to start. Does the ~'Flare HD' prototype increase the screen resolution rendered or does it just zoom in and use bigger sprites?
I hope that the Flare engine could support higher resolution 'icon tiles' (by example 128 x 128; or the current 32 x 32 multiplied by 4) so that as 4k monitors become standard and eventually 'old tech' by the next decade / 2030's that what ever games made with the Flare engine can have a chance / the option to support higher resolution 'icon tiles' (if not higher resolution art in general) to hopefully stand the test of time.
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