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Posts from = Small mods that change the visuals =Auto-translated
Hello everyone ✋👋! I was looking for mods that change the visuals and found this thread. I was very intrigued by the mod with red Necropolis units, but, unfortunately, it can't be downloaded. Does anyone still have this mod or a working link to it?
Moonst@r, please tell me, is it possible to create a similar mod (for fullscreen mode) but for screens with a 21:9 aspect ratio?
A mod for PvP in campaigns? If yes, and it's about standard images, then they need to be cropped from 1024x768 to 1024x429, and the resolution needs to be specified in all Pwl.xdb files of the mod. If it's custom images (3440x1440, etc.), the game will resize them to 1366x572 (1366x572 needs to be entered in CustomPicture.(WindowSimpleShared).xdb and in PWLScreen.(WindowScreen).xdb); there's no need to crop anything. You just need to enter the image resolution (21:9) in all Pwl.xdb files.
A mod for PvP in campaigns? If so, and we're talking about standard images, then they need to be cropped from 1024x768 to 1024x429, and the resolution needs to be specified in all the Pwl.xdb files of the mod. If it's custom images (3440x1440, etc.), the game will resize them to 1366x572 (1366x572 needs to be entered in CustomPicture.(WindowSimpleShared).xdb and in PWLScreen.(WindowScreen).xdb); there's no need to crop anything. You just need to enter the image resolution (21:9) in all the Pwl.xdb files.
Thanks for the tip; I need to write it down somewhere and then create a fix for users.
You're welcome. Thanks for the tip, I should write it down somewhere and then create a fix for users.
You're welcome. I'm not sure about the 3440x1440 images, though. I don't know how the game will behave; it might lag due to such large sizes, or something else. Perhaps the best option would be to use no more than 2560x1080 and scale down to 1366x576, which would also significantly reduce the mod's size. Also, when scaling to x1080, the standard images are not 1024x429, but 1024x432.
Moonst@r, does the same method of changing the aspect ratio apply to the frames during cutscenes?
The mod should now work correctly. The only issue is with the text. In widescreen format, it doesn't stretch into a single line; instead, it wraps to the next line earlier than desired, and I don't know how to fix it.
Added 16 minutes later I'm not sure – that's not entirely accurate. I made it for a widescreen, but I wasn't happy with the fact that when the game window is resized, words don't wrap when they should, and instead overlap with the button. Apparently, I didn't fine-tune the settings properly. I decided not to bother and left it as it was.
The mod should now work correctly. The only issue is with the text. In widescreen format, it doesn't stretch into a single line but wraps down earlier than desired, and I don't know how to fix it.
I already wrote that you can adjust the position and size of the text rectangle, just like other elements in the window. In the DialogueScreen.(WindowScreenShared).xdb file, there's a link to HeroText.(WindowTextView).xdb, where you can configure the size and position of the rectangle, and several settings (ResizeOnTextSet and ResizeWidthOnTextSet). It also links to HeroText.(ForegroundTextString).xdb, and in HeroText.(ForegroundTextString).xdb, there's a link to Text.(ForegroundTextStringShared).xdb, which in turn links to a TXT file where you can configure the text format: 1) text size (including style); 2) position (left alignment, right alignment, center alignment); 3) text color.
I've already written that, like other elements of the window, you can adjust the position and size of the rectangle in which the text is placed. In the DialogueScreen.(WindowScreenShared).xdb file, there is a link to HeroText.(WindowTextView).xdb, where you can adjust the size and position of the rectangle, and there are also several settings (ResizeOnTextSet and ResizeWidthOnTextSet) in it; it links to HeroText.(ForegroundTextString).xdb. In HeroText.(ForegroundTextString).xdb, there is a link to Text.(ForegroundTextStringShared).xdb, which in turn has a link to a TXT file where the text format is configured: 1) text size (including style); 2) position (left alignment, right alignment, center alignment); 3) text color.
I can't get it to work the way I want. In HeroText.(WindowTextViewShared).xdb, I increased the text window from 764 to 1528 (twice as much), but when I shrink the window, the text goes beyond the edge. I don't know how to make it so that when the window is shrunk, the text is wrapped/compressed, stopping just short of the button. The game engine does this starting from 1024, compressing/stretching the interface and everything associated with it. I've seen this in the "Dark Messiah" scenario, in the dialogue with Sandro, before deciding whether to free Kha-Belekh or not. There, even without a mod, the interface of the cutscene is adapted to a widescreen (in real time), and the text is positioned up to the button. If you shrink the window, the text also shrinks along with the entire interface.
Added after 39 minutes If you think about it, creating a text box for a 21:9 aspect ratio (from edge to button) is quite a challenge. You could strain your neck reading it.
I can't seem to get it to work the way I want. In HeroText.(WindowTextViewShared).xdb, I increased the text window size from 764 to 1528 (doubled it), but when I shrink the window, the text goes off the edge. I don't know how to make it so that when the window is shrunk, the text wraps/shrinks, stopping just short of the button.
First of all, all interface textures are drawn in a window with a resolution of 1024x768, and then scaled to the window's resolution. Therefore, when creating a mod with an interface, you need to calculate (the position and occupied size of the window element) based on 1024x768.
First of all, all interface textures are drawn in a window with a resolution of 1024x768, and then scaled to the window's resolution. Therefore, when creating a mod with an interface, you need to calculate (the position and occupied size of the window element) based on 1024x768. Attachment 69883Attachment 69884
Initially, I planned something like in the screenshots below.
vova2112, do you have any ideas on how to implement in the mod what is shown in my screenshots – text reflowing when the game window is resized? I looked through the script, but didn't find anything there that I could use as a reference.