antimouse wrote:Hi reshonda,
Don't worry, it is quite simple to do. All you have to do is to look in the def file for the Font command. Duplicate that command, give it a different name, change the size and use this new font in the items presented in the full scoreboard.
antimouse wrote:Sorry for taking so long to answer, I'm not coming here very often.
I don't know if you already solved this, but, yes, you have to consider the interval [0,640]x[0,480]. About stretching, just keep in mind that 640x480 has a different aspect ratio than 1920x1080, for example. So proportionally resizing down to 640x480 may leave your statboard deformed. What I usually do is try to get it "look" nicely in the resolution i'm working on.
antimouse wrote:Well, it should be FrameW and FrameH. Strange... :S
And good to know about that WideBorder, I didn't know there was such a thing. Thanks Manu!
antimouse wrote:Just adding those lines in WTA_hud.def won't be enough. The def files just DEFine things (in this case, variables). These variables have to be USED somewhere else to take effect. For example, when you define an item and put FullScoreBoardSetX as the variable for the x position in the command Pos, then you are using it properly.
You can of couse separate text placement from images, but you gotta have different variables for them. Or you can just set it manually in the Pos command of the text (something like ImagePositionX+74, for example, assuming ImagePositionX is a variable defined in the def file)
The light scoreboard seems superb to me
Pos FullScoreBoardNameX FullScoreBoardPlayer1Y Left Center
reshonda wrote:Hi everyone,
I'm currently modding linaroger's WTA scoreboard and was wondering if it's possible to have a larger font size for the full scoreboard? i.e. can you adjust them separately? I can't see anything in WTA_hud.def that suggests that you can
I haven't seen any other scoreboards with different sized text for the light and full scoreboards so I thought I'd check to see if it's even possible. I'm hoping so as I am not that experienced with scoreboards and adjusting each element of the light one to make it bigger will take me ages!
antimouse wrote:Hey reshonda!
Yes, the Pos command is the one shown in that piece of code. Every item has a Pos command to define where it should be placed on screen.
SetCfg and MulAddMulCfg just look intimidating, but they are rather simple.
SetCfg --> sets a value to a config variable. For example: SetCfg /Intern/MyVar 15 will make the /Intern/MyVar have the '15' value assigned.
MulAddMulCfg --> is used to make arithmetical operations with these config variables. It takes up to 4 parameters (if I remember well, the last 2 are optional (the last one I know it is optional, i'm not certain about the 3rd one ))
MulAddMulCfg /Intern/X 0 /Intern/Y 2 ==> what this means is (X is multiplied by 0 and then it is added to Y multiplied by 2, i.e., X = X*0 + Y*2). Hence the name Mul-Add-Mul
That's why sometimes I use 0 (I'm initializing the calculation) and sometimes I use 1 (I'm adding more things to the calculation) as the multiplier.
In menu folder there's a Menu.doc file that summarizes all these commands (and it misses some too)
// Full names in full scoreboard
Pos /Intern/ScoreX /Intern/ScoreYu Left Center
ShowIf /Intern/ScoreType 1
MulAddMulCfg /Intern/ScoreX 0 /Intern/ScoreXl
MulAddMulCfg /Intern/ScoreX 1 /Intern/ScoreNameX
Pos /Intern/ScoreX /Intern/ScoreYd Left Center
ShowIf /Intern/ScoreType 1
antimouse wrote:Or you can just set it manually in the Pos command of the text (something like ImagePositionX+74, for example, assuming ImagePositionX is a variable defined in the def file)
//=== Score in Game
Pos /Intern/ScoreX /Intern/ScoreY Right
ShowIf /Intern/ScoreType 0
SubMenu WTA_HudScoreBoardSub1 0
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