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Talk:BloodRayne
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(solved) PC Resolution HUD Headaches
I hope the next book-smart editor looking at the article can forgive my "non-native" resolution screenshots (the 900p ones I will correct later),but for now:
Terminal Cut version (which has more unused assets) has a problem with how it aligns Rayne's face to compensate for widescreen resolutions: it's more to the right, especially on lower resolutions. I have no idea what affects it.
I wrote an essay earlier, but now it magically fixed itself on 768x480p. Even on my native 900p, it bleeds a bit to the right (but less noticeable). It makes for an ugly user experience since they will notice it on every single screenshot.
Using the .exe from vanilla version does not work, which is a shame since I don't know the debug code for that one.
As for measuring by assets, videos are 640x480p, while game assets are inconsistent: compass outline fits 600p, but the face fits 480p, menus are 512x512, and so on. However, I've spent an hour just on trying to figure out what causes the HUD issue, and I don't want to accidentally trigger it again by switching aspect ratios.
So, for now, I will be using 768x480 (16:10) in my future screenies. Hopefully that doesn't put too much of a network strain for the general viewer & for bandwidth. Thank you for reading, and I appreciate any input on what you'd consider a "native" resolution! Reina (talk) 04:01, 18 November 2024 (UTC)
- This is embarassing, but it's solved by uninstalling Bloodrayne_tweaks, a mod which positions HUD for widescreen & locks mouse in window. I forgot I had that. So far, 640x480 works well with IrfanView (save as png, untick Include Mouse; and DxWnd, "Do not notify on task switch" flag on the main tab & Hide mouse on Mouse tab.
I'll be using that resolution for now since it's closer to 2002 era res (PS2 seems to use 512x448) & will be more consistent with main game. --Reina (talk) 12:27, 18 November 2024 (UTC)