![]() Luckily, Xash3D exists, its essentially Goldsrc but taken apart and put back together from scratch, using the Half-Life SDK 2.3 (Which I assume is from the WON era of HL. So the game window will be proximately 1400x1080 on BOTH 1920x12x1080p resolutions.Īnd since you can't set the game screen size in the editor adding a script like this to your camera is perhaps smart as it always ensures your orthographic size is half your height. The Steam release of Half-Life, along with the current Goldsrc engine, doesnt support certain features that the engine could in the retail version of Half-Life from 1998. The game window will be maximized for the HEIGHT of 1080p, with 1200 having no difference (extra room for the GUI). So if the resolution is smaller, than universally those images will be that % smaller, up to a minimum resolution. However, this is for a 1920x1200 or 1920x1080p resolution monitor. ![]() So "zoomed in" is native for the image, normal is 50% size images, and zoomed out is 25% size images. "Zoomed out" where every image is probably half the size of "Normal" which is probably half the size of "Zoomed in". The images also have to adjust their size based on the game's resolution. The actual gameplay (images) of even a 1920x1200 resolution will actually be smaller than 500x500, and when "zoomed out" even smaller. lateral inhibition effect in the eye produces ringing at sharp transitions of intensity, as a box filter response in the frequency domain is a sinc response in the spatial domain. In fact, the graphics need to be SMALLER on lower-res devices.īasically, I am going to make the max resolution 1920x1200, and every sprite rendered at 500x500, but the game window is resizable (automatic for lower resolutions, or custom for any) which must resize everything inside it, but also the game can be zoomed in (which results in a native size of images, being EXACTLY 500x500). While turning the filtering off gives more detailed textures This is false To be more specific, a lack of filtering may 'appear' sharper or more detailed, but this is due to mach bands. I don't know why one would want images to grow bigger when resolution is shrunk. If there's a screen resize event you can probably put it there, but I haven't checked for one: Scale your quad so it's the same size as your textureĪnd since you can't set the game screen size in the editor adding a script like this to your camera is perhaps smart as it always ensures your orthographic size is half your height. (In 3ds max I set display units and system units to meters and create a 1m^2 plane for this to work)ħ. ![]() Either create a quad through script or make a 1x1 unit one in a 3d application (This makes it so 1 unit in Unity equals 1 pixel on your textures)Ħ. ![]() Set your "Orthographic Size" to your screen height / 2 Set your Camera Projection to be "Orthographicĥ. (You could probably choose a lesser mode and get the same result, I haven't tested)Ĥ. Choose "RGBA 32 bit" as your "Texture Format" The shimmering was worse on NVIDIA cards than on. (You don't need them and I think this makes your textures smaller)ģ. One issue we found in Half Life 2 with anisotropic filtering enabled is that the amount of resulting texture shimmering was borderline unbearable. Choose "Advanced" as your "Texture Type" and disable "Generate Mip Maps" (This is essential for making your textures sharp)Ģ. Choose "Point" as the filter mode for your textures.
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