If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
Some of the engines that support replacement crosshairs require a 32x32 crosshair or a "power to two sized" crosshair that is at least 32x32 (32,64,128,...)
[There is no Quake compatible crosshair image, in WinQuake/GLQuake the crosshair is the "+" character in the charset. So it becomes a question of what you are using and what that specific engine does. There aren't even standardized crosshair image names across engines.
If an engine supports them at all ..]
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
well im glad of all people, you replied, because ive been using engine x recently. i dropped a crosshair img in the tga format into the crosshair folder of the engine x.pak. says its too big, ill try to fiddle with it, but my overall question now is:
When you do that, you will know. It might be in a gfx folder or something, I think I made the location similar to DarkPlaces. But I don't remember.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
ok, so i took my image resized it to "32x32",and put it in the fight folder. when i type
"crosshair image vector"
it still says it exceeds max dimensions. is there a file size limit?
Open existing one and see what size it is? See what gfx format it is.
Then replace existing one in pak in same file format to see if it works? Then take appropriate action or experiment.
This is simple enough that if you should be able to do almost whatever you need to do with the low quality information in this thread.
You don't need my help for any of this. You can certainly punch your way out of a paper bag and own this. (*)
[I look forward to you making it work. ]
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
ok, so i replaced the default img with my custom one, renamed it to "default".keep in mind that my img, at 32x32 is smaller than the original default crosshair img. load engine, and it still says it exceeds max size. i really dont understand how an img smaller than the original exceeds the engine maximum!
ok, so i replaced the default img with my custom one, renamed it to "default".keep in mind that my img, at 32x32 is smaller than the original default crosshair img. load engine, and it still says it exceeds max size. i really dont understand how an img smaller than the original exceeds the engine maximum!
back in the day, when engines didn't natively support custom crosshairs, we had to replace gfx.wad or some shit like that.
I did crosshairs for DP once i found a 32x32 pic on a 64x64 transparent background works best and named the file crosshair0.tga , crosshair1.tga ect... they went in a gfx folder in id1. maybe that will help you too. try this pk3 file if it works in engine x the that is how you can do it. Mega File Upload - crosshairlittle.pk3
I did crosshairs for DP once i found a 32x32 pic on a 64x64 transparent background works best and named the file crosshair0.tga , crosshair1.tga ect... they went in a gfx folder in id1. maybe that will help you too. try this pk3 file if it works in engine x the that is how you can do it. Mega File Upload - crosshairlittle.pk3
Comment