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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion ».ui_widget_definition tags

Author Topic: .ui_widget_definition tags (3 messages, Page 1 of 1)
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Nickster5000
Joined: Dec 11, 2010


Posted: Oct 15, 2015 04:37 AM    Msg. 1 of 3       
Hello Everyone,

I have started working with these tags, and I was just wondering if I could get some tips / tricks from the pros out there. I've figured out mostly how they work thusfar, but I'm really interested in understanding how the scaling system works, as I am having trouble with it.

Thank you for your pointers / feedback! :D


not giraffe
Joined: Jul 17, 2014


Posted: Oct 15, 2015 12:39 PM    Msg. 2 of 3       
You're restricted to a 640x480 resolution that stretches to fit higher in-game resolutions.

You can scale widgets through the bounds parameters at the top of the tag. t=top, l=left, b=bottom, and r=right. Top and left for most cases should be left at 0. Bottom and right values you can think of them as the height and width in pixels.

Widget placement can be set from vertical and horizontal offsets at the bottom of the parent tag. These as well are pixel values.

This might help a little:
http://opencarnage.net/index.php?/topic/5028-ui-overview/


Nickster5000
Joined: Dec 11, 2010


Posted: Oct 15, 2015 03:01 PM    Msg. 3 of 3       
Quote: --- Original message by: raffgie
You're restricted to a 640x480 resolution that stretches to fit higher in-game resolutions.

You can scale widgets through the bounds parameters at the top of the tag. t=top, l=left, b=bottom, and r=right. Top and left for most cases should be left at 0. Bottom and right values you can think of them as the height and width in pixels.

Widget placement can be set from vertical and horizontal offsets at the bottom of the parent tag. These as well are pixel values.

This might help a little:
http://opencarnage.net/index.php?/topic/5028-ui-overview/


Exactly what i'm looking for. Thank you raffgie!

 

 
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