Natan35
Mayor of St. Natansburg
Though it makes vanilla leaders look uglier, it indeed makes Janboruta's leader screens look better, so good job, I suppose.
easy: I changed LoadScreen's code (lua + xml) to upscale the image, see attachment to post #2033
what is now needed are nicely upscaled x2 versions of each civ's graphic asset file referenced by their <DawnOfManImage> XML tag, since the game's image scaler is not very good and the results are pixelated. The game's upscaled assets would be included with EUI, so they would load instead of the base versions. For mods to supply HD assets useable by EUI while retaining compatibility without EUI, I could either add a new <DawnOfManImageHD> XML tag or implement an xxxxHD.yyy file naming convention.
yesthe dom_???.dds files are pre-defined as 1024x768 & are archived_packaged in UITextures.fpk along with every other vanilla-stock versions. Soooooo - you'd want each of the images to be exactly 2048x1536 (doubled!) without losing any perceivable resolution qualities, right?
maybe easy for someone who knows how to, not my case. DDS files can be created using one of several possible compression types, the key is to find which ones work and provide the best look/filesize compromiseThis would be done rather easily but if someone were to include *ALL* possible stuff (DLC, etc)... you'd end-up with a fairly big set of files.
I can code the HD image selection bit but I am aesthetically challenged, perhaps it's best if I post the code and you make the trialsI could do that for you... but let's try a test-sample first. I'd need to know your choice of a Civ?
Firaxis probably used a bit too much compression, not enough to show at 1024x768 native resolution but quite noticeable when upscaledThough it makes vanilla leaders look uglier, it indeed makes Janboruta's leader screens look better, so good job, I suppose.
I don't understand your sentnece after the 1st commaI think you should go with the xxxHD naming convention, as with EUI, including DawnOfManImageHD will probably throw too many errors.
I can code the HD image selection bit but I am aesthetically challenged, perhaps it's best if I post the code and you make the trials
Certainly it could be an optional feature where the art need only be downloaded once...
I simply forgot the sampler statement in the BETA EUITrue... one Zip package with everything could be offered as an "external" optional asset (for EUI) to anyone willing to grab it from some hosted location
Ok I will look into it: there is very likely a solution to do this independently of whether EUI is used, without modifying EUI itselfHello,
I was wondering if it would be possible for you to look into integrating my Dynamic 2D Leaderscenes into your LeaderHeadRoot.xml. I've had numerous users who have trouble understanding that they need to delete all but one copy of this file for it to work, and especially having trouble understanding how to merge the changes into EUI. The mod shouldn't have any effect on the leader view itself without other mods specifically adding in override images.
If you have questions on how it would need to be implemented, let me know.
Ok I will look into it: there is very likely a solution to do this independently of whether EUI is used, without modifying EUI itself
yes it's possible, see attached example (stand alone override with a civ's DoM image)I'm hoping it actually is possible; the main issue is that everything my mod adds needs to show up below all of the other controls. When you add new controls from another context, they appear on top of any other controls, which would just cause everything on the leaderhead screen to be covered up.
I simply forgot the sampler statement in the BETA EUI
The updated BETA EUI seems to give reasonable upscaling results, so no need for a huge side download...
-- Sets Dawn of Man Image
Controls.Image:SetTexture(civ.DawnOfManImage);
local x, y = UIManager:GetScreenSizeVal()
local a = math.min(x,y/0.75)
local b = math.max( 500, x-a )
Controls.Details:SetSizeX( b )
Controls.BonusDescription:SetWrapWidth( b-40 )
Controls.Quote:SetWrapWidth( b-40 )
Controls.Image:Resize( a, math.min(y,0.75*x) )
Controls.Details:ReprocessAnchoring();
High contrast areas such as Catherine's eyes and hairline are better but still a bit pixellated, her neckline is OK though: since most civ players are male no one will noticeI took a glimpse at the Beta Code and that new function context (Re-sampling with "Linear", etc) would indeed produce fair enough results. Effectively upscaling the 1024x768 assets in very reasonable doubled-up outputs to the screen. Issue solved.
yes it's possible, see attached example (stand alone override with a civ's DoM image)