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Is this something I can do in the game?  If so, where do I find it?  Looking to make 2d larger while keeping the shade.  When zoomed in, the shade becomes a bunch of dots leaving visibility in a shaded hex almost invisible and unrecognizable.  Gold versions have 2d normal looking much smaller than I remember.
You could try to edit ../map/2DFeatures50.bmp and ../map/2DFeatures100.bmp through thickening the mesh pattern. The visibility shader overlay is at the bottom. You could change your system resolution or interface 'dots-per-inch' to match the program.
(10-08-2018, 02:01 AM)Outlaw Josey Wales Wrote: [ -> ]Is this something I can do in the game?  If so, where do I find it?  Looking to make 2d larger while keeping the shade.  When zoomed in, the shade becomes a bunch of dots leaving visibility in a shaded hex almost invisible and unrecognizable.  Gold versions have 2d normal looking much smaller than I remember.

Hi OJW:

What you have run in to is the argument for making the engine change to use 32 bit graphics. I know that the WDS crew is aware of this sort of thing, but it does require some programming changes to make happen (which I only know from my own experimentation) -so it isn't probably a quick change -and then it (and this is me only speaking in a general sense...) becomes one of those 'competing priorities' issues.

In short, though, true shadows don't work as there is a limitation in the titles of these series that go up to 24 bit but not 32 bit graphics ... the difference being in 32bit graphics is a transparency layer. If you have a shadow now it shows the background color of the file on the map. Leave off a background color and the file defaults to white. With 32 bit - the shadow -when there is no background shows the underlying layer from the map.  This is important in that the maps are all being built with layers (with the exception of the single map images done by Frank Mullins.