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Kenney

LEGO Racers HD (mod project, WIP)

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Zatman1

Yeah, I'd just figured that out after some more experimenting. Originally, when I said that, I was trying to replace the power-up icons, which was where the size would come out wrong. The track maps get re-sized correctly though (I guess this is because it has to be resized for the zoomed-in mini map anyway so that functionality is already there). You're right, the other textures do indeed display correctly.

 

Is there anyway to get higher resolution HUD elements? The power-up icons for example are all 32x32 px, so when playing at 1024x768 they get resized to 64x64 px. The problem is that even if I put a 64x64 graphic in, the game 'thinks' it is 32x32 and doubles the size, so you effectively end up with a 128x128 icon. It would be a shame if there's no way around this because I think the HUD would benefit most from improved graphics.

 

Anyway, I have been slowly redrawing some of the other textures; below is a preview of some more from Imperial Grand Prix including the flag with yellow crown (copied from the actual piece which comes from this set). I am also working on the power-up icons (though not sure if there's much point continuing with that...). I could (probably) (eventually) do everything apart from 'texture'-textures (e.g. track floors, grass etc.). Maybe I'll just slowly work on this stuff in the background, I suppose even a partially up-scaled mod would be nice.

 

Spoiler

IGP_TEXTURES_PREVIEW.png.ce34b2f5392b3a67bf4219c18144a150.png

 

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Lop Huckawuckie

Nice work! One comment regarding the scaling up of HUD elements: Correct me if I'm wrong, but if you're running LR1 with the command line flags to get higher resolution (e.g. -horzres 1920 -vertres 1080), the HUD elements appear tiny since they are shown at their actual pixel size. If you were to scale the HUD elements up by 3 (e.g., 32x32 becomes 96x96), then I would assume that the HUD elements would be proportionally correct in how they are displayed. The one problem with this is that everyone who uses it would need to be running at the higher resolution...

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Zatman1
54 minutes ago, Lop Huckawuckie said:

Nice work! One comment regarding the scaling up of HUD elements: Correct me if I'm wrong, but if you're running LR1 with the command line flags to get higher resolution (e.g. -horzres 1920 -vertres 1080), the HUD elements appear tiny since they are shown at their actual pixel size. If you were to scale the HUD elements up by 3 (e.g., 32x32 becomes 96x96), then I would assume that the HUD elements would be proportionally correct in how they are displayed. The one problem with this is that everyone who uses it would need to be running at the higher resolution...

Thank you! That would make sense but doesn't appear to happen - I use those flags as you say for 1024x768, but the HUD elements seem to be internally scaled up. See below a comparison of original 640x480 vs 1024x768 (latter scaled down manually after screenshot); you can even see in 1024x768 where the quality of the power-up graphic has been reduced due to that additional internal scaling. I wonder if it's because the power-up icon has to be constructed from separate graphics (holder, power-brick, icon).

 

Spoiler

 

HUD_scaling_comparison.png.c916dd12af9b0bc2f6caffa9a7ae4eb2.png

(that should say 1024x768 on the left, to be clear)

 

I should say that it is entirely possible I am doing something silly, if this behaviour has not been noticed before.

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Lop Huckawuckie

Ah, yes, I just fired up my copy of Lego Racers and observed the same behavior as your screenshot. I guess I was thinking of the menu when you press Escape that is scaled down. But you're right, the HUD elements do get scaled internally.

 

Hmm... It's beyond me as to what can be done for the HUD elements. I agree that it would help things look better for sure, but I don't know enough about how LR1 does things under the hood to give you a solution...

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