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adjusting dialogs for screens of different resolution

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Aug 30, 2004
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I have a custom dialog box in my map. I put it in the bottom right, offset by a certain amount. It looks great on my screen, but when I play test over BNet with a friend of mine, it is clipped on his screen. I have another dialog box that I use to put a splatter effect on the screen, and this too is off on his computer. He said it probably had to do with his computer using a different screen resolution.

Do I really have to detect the player's resolution (all possible resolutions) and make the dialog boxes respond to that? If so, how do I detect a player's screen resolution?

This one really has me stumped...

Darwin
 
Level 14
Joined
Aug 30, 2004
Messages
909
i guess your dialogs are an addition to the gui. you have to place your dialogs relativly to the ui element where you want to add something. best if you hook the dialog to the ui element.

I looked around the actions in the UI and Dialog sections of the trigger editor and I can't find anything that lets me attach a dialog to a UI feature. This looked promising:

  • Dialog - Hook up an existing Button called Name in dialog item (Last created dialog item)
But I can't seem to get it to work. Have you done this before? Could you give me a quick description of which actions to use in order to anchor a dialog on the mini-map for example?

UPDATE:

I think I can get around this problem by setting the dialog to "fullscreen". This may work, but it introduces another problem which is that I can't hide the background image of the dialog (the border). I tried replacing the background image with other images, like monochrome images, e.g.:

  • Dialog - Set the background image of (Last created dialog) to Assets\Textures\add.dds
But these mix the entire screen either turning it black, or green, or whatever color I pick. I want the screen to look normal except for the images in the dialog. I looked for an alpha image that I could use, but I couldn't find one. I tried the WC3 trick of just putting in a nonsense image (e.g. sadf.dds) but that wouldn't let me save the map.
 
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