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OpenArena Contributions => Development => Topic started by: fromhell on May 03, 2009, 12:29:39 AM



Title: Menu text color/background shader cvars?
Post by: fromhell on May 03, 2009, 12:29:39 AM
Is it possible to move the hardcoded color values and background names in the MENU qvm into cvars (and have the old ones set as the defaults)? Maybe a menu song cvar as well?

Because i'm thinking of doing a makeover of the scheme, just started on a distractingly cool background shader, though it's fairly low res (8 texture stages, of many 32x32 and 128x128 textures)
(http://openarena.ws/crap/oamenu090.jpg)

I know this look clashes with the mods made for the classic black/red scheme of the former game though


Title: Re: Menu text color/background shader cvars?
Post by: sago007 on May 03, 2009, 12:16:25 PM
Is it possible to move the hardcoded color values and background names in the MENU qvm into cvars (and have the old ones set as the defaults)? Maybe a menu song cvar as well?
It is most likely possible but I thought the plan was to gradually move to TA UI?

I actually looked at the TA UI but my main problem was that there was something that I just didn't understand. Like how does the scoreboard gets its information? There is a FEEDER_SCOREBOARD but I cannot see that it contains anything but scores... no names etc.

Also how to always have the ui set resolutions as custom height and width and read possible resolutions from the cvar was not clear to me.


Title: Re: Menu text color/background shader cvars?
Post by: SharpestTool on May 10, 2009, 05:35:34 PM
Correct me if I'm misinterpreting you Sago, but I was thinking the same thing....

The UI stuff is all zoomed/stretched from stuff made for the stock r_mode of 3 right?

That would mean even if you referenced the shaders via a cvar, the images and what not would still have to be at the stock spec resolutions to be scaled properly right?


Title: Re: Menu text color/background shader cvars?
Post by: sago007 on May 10, 2009, 07:56:28 PM
I am too tired to check it now but I don't think the resolution would be any problem.

All UI placements are in 640*480 coordinates. But I don't think that the image/shaders are scaled from 640*480. I think only the coordinates are scaled so that if I say that I want a shader to fill the upper left quarter I would write 0,0,320,240 and on a 800*600 screen it would be rendered to fit in 0,0,400,300

However I don't see how this is relevant to the colors.