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multiboard icons are stretched

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Level 4
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Jun 19, 2010
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Hi!

Im using a multiboard or to be more specific im using library "Board" version 0.2.01 from Earth-Fury.
Im using custom icons for this board & i dont know what pixel dimensions they should have. i have read they should be 16 pixel, so i created all of my custom icons in size 16x16 pixel. now when i take a screenshot from the board from in game & view it, most of my icons have different dimensions & although the icons TGA pixel width & pixel height are identical (16x16) the screenshot shows dimensions like 27x19 or 27x20 or 26x19...
What do I have to do, to let the board showing icons with same dimensions they really have. it seems i can only set width of items to percental values, no absolute values, which means that users with different resolution settings have stretched icons too...
but thats already the 2nd question. i mean even if i set the item width to something very low, right parts of icons in a row just get hidden by left parts of following icons in that row. i dont know how to influence the stretch level. all of my icons keep being stretched.

note:
my warcraft 3 - the frozen throne resolution setting is 1.920 x 1.080 pixel. perhaps thats the reason? sadly i cannot trial-and-error, because im using latest sharpcraft 3.0.1.135b for my map & im not able to change resolution. it seems to be hardset to 1.920 x 1.080...

edit:
created a test map with normal wc3 & confirmed this: multiboard icons are stretched depending on the current resolution of wc3. :-/
a screen resolution ratio of 4:3 (like 800x600, 1024x768, ...) displays the multiboard icons without a stretch!
my current default resolution in wc3 is 1.920 x 1.080, so FullHD, so a ratio of 16:9.
comparing 4:3 & 16:9: 4:3 = 1,333...; 16:9 = 1,777...; => 16:9 = (4:3)^2.
comparing mentioned stretches with 16:9: 27/19 = 1,42; 27/20 = 1,35; 26/19 = 1,36 => all arround 1,33 (4:3) too much...
seems like you really need to get the screen resolution to be able to show reasonable icons... thats annoying.
if someone has another idea please reply.

edit2:
oh well, i was quite confused, hehe.
as wc3 stretches everything else (but text if i remember correctly) too in fullhd, the icon stretch is alright.
omg, why didnt i notice this :eekani:
well, i have an excuse *smiley which wipes his nose* (have a cold)

edit3:
i couldnt contain myself.
here tests for all currently available 19 resolutions (in 32 bit):
HTML:
16x16 pixel TGA icon:
wc3 resolution			icon size from wc3 screenshot in fullscreen (row1,row2,row3)
640x480 (= 4:3 = 1,333)		 9x 9,  8x 9,  9x 8
720x480 (= 3:2 = 1,500)		10x 9, 10x 9, 10x 8
720x576 (= 5:4 = 1,250)		10x10, 10x11, 10x10
800x600	(= 4:3 = 1,333)		11x11, 11x11, 11x11
1024x768 (= 4:3 = 1,333)	14x14, 14x14, 14x14
1152x864 (= 4:3 = 1,333)	15x16, 15x16, 15x16
1176x664 (= 147:83 = 1,771)	16x12, 16x13, 16x12
1280x720 (= 16:9 = 1,777)	18x14, 17x13, 18x13
1280x800 (= 16:10 = 1,600)	18x16, 17x14, 18x15
1280x960 (= 4:3 = 1,333)	18x17, 17x18, 18x17
1280x1024 (= 5:4 = 1,250)	18x19, 17x19, 18x18
1366x768 (= 683:384 = 1,778)	19x14, 18x14, 19x14
1400x1050 (= 4:3 = 1,333)	19x19, 19x19, 19x19
1440x900 (= 16:10 = 1,600)	20x16, 20x16, 20x16
1600x900 (= 16:9 = 1,777)	22x16, 22x16, 22x16
1600x1024 (= 25:16 = 1,562)	22x19, 22x19, 22x18
1680x1050 (= 16:10 = 1,600)	23x19, 23x19, 23x19
1768x992 (= 221:124 = 1,782)	24x19, 24x18, 24x18
1920x1080 (= 16:9 = 1,777)	27x20, 26x19, 27x20
no matter what resolution, the 16x16 pixel icon is never shown 1:1...
any explanation?
 
Last edited:
Level 4
Joined
Jun 19, 2010
Messages
49
You could be right about text stretching, it was just a memory, i think i read it anywhere in relation to common.j TextTag & library "TextSplat" version 1.3.2 from Deaod.

edit:
but back to main question:
Im using custom icons for this board & i dont know what pixel dimensions they should have.
Is it better to stay with 16x16 pixel TGA icons or using 32x32 pixel TGA icons or even 64x64?
As most of todays users probably have a fullhd monitor, the icons get stretched to arround 27x19 pixel in game.
So is it better to use bigger sized TGAs (example: 32x32 pixel) which are shrinked in game, or default sized TGAs (16x16 pixel i guess) which are growed in game?
I think that reducing pixel (shrink) is better than interpolating given pixel to a bigger size (grow), because with the 2nd methode they get blurry. But on the other side, the 1st methode probably gives results out of proportions.
Ah, that is horrible...

edit2:
first i will finish my initiated tests from post #1 for all resolutions...
done!
whew, 19 resolutions...
that would need 19 variations per icon if i would find a way to receive current user resolution...
i better stay with 16x16 pixel TGA icons.
 
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