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bossgens_modified_files.cpp
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66 lines (46 loc) · 1.73 KB
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Boss Generals Remastered - modified files
*HD 1280x720
FHD 1920 x 1080
QHD 2560 x 1440 [2732x683]
4k 3840 x 2160
Source: TexturesZH.big
* [+] Art / Textures: sacommandbar.tga (4096x1024)
Source resolution for sacommandbar: 1024x256
Remaster resolution for sacommandbar: 4096x1024
//sacommandbar_new.tga
Positioning:
ScreenCreationRes (4k) = 3840 x 2160
vs
ImagePart | Position, Size z
VOffset = 327
* [+] Art\Textures\sacontrolbar512_001.tga
[[ found at 'Data\Ini\MappedImages\TextureSize_512\SAControlBar512.INI' ]]
Art/Textures/sccpointer.dds
Source: \Data\INI\INIZH.big
Data\Ini\ControlBarScheme.ini
Data\Ini\MappedImages\HandCreated\HandCreatedMappedImages.ini
//MappedImage InGameUIAmericaBase
==============
; Gen Cameo Mapper v3 Auto-Generated INI File
; Visit GenDev at http://gendev.gamemod.net/
MappedImage Topleft_Button
Texture = sacontrolbar512_001.tga
TextureWidth = 2048
TextureHeight = 2048
Coords = Left:400 Top:446 Right:720 Bottom:566
Status = NONE
End
==============
TO-DO next:
* Converting 'to' SVG should use the 'ScreenCreationRes' attribute as the SVG canvas size (X:800 Y:600 in the supplied file) and create the SVG rectangles (button elements) offset from the ImagePart/Position attribute (X and/or Y, it's X:0 Y:408 in the supplied file)
//ImagePart
// Position X:0 Y:408
// Size X:800 Y:191
* Converting back 'from' SVG should respect the canvas size of the SVG, and update that in ScreenCreationRes
Eg: ScreenCreationRes X:1920 Y:1080 // for an SVG canvas size of 1920x1080
*Other files of relevance, from INIZH.big:
//Command buttons setup:
CommandSet.ini | Eg: Command_AttackMove
Command_ConstructAmericaPowerPlant
//In-game Cursors
InGameUI.ini