By editing them in 640x480, do you mean using the built-in VGUI editor to
position/scale controls? Because im not using this at all (i cant use it to
edit HUD elements as it is right now). I'm changing x/y/size numbers in the
HudLayout.res then saving and using hud_reloadscheme to see the changes
ingame. Maybe this is where Im wrong, but it is my understanding that the
x/y/size numbers Im setting in the HudLayout files are relative to a 640x480
virtual screen already. When I change resolution everything scales up fine
(panels aspect ratios are preserved) except the labels text which get messed
up - they get much bigger than they should be. And I'd like to know why :)

From: "Benjamin Davison" <[EMAIL PROTECTED]>
Reply-To: [email protected]
To: [email protected]
Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
Date: Mon, 26 Jun 2006 16:25:56 +0100

--
[ Picked text/plain from multipart/alternative ]
Yeah edit them in 640x480 and the problems will go away :) I had the same
problem for a while.

On 6/26/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
>
> It is 640x480.
>
> Everything is scaled off of a 640x480 resolution screen (being that
> 640x480
> is the lowest resolution you can go). So it's just a matter of placing
> everything in a 640x480 space, and then it re-calculates for other
> resolutions automatically, and rescales. This is how Quake3 worked too,
> and
> I'm pretty sure doom3 and quake4 do it as well, but I haven't modded
them
> so
> I have no clue.
>
> --------------
> -- omega
> Heroes of Excelsior
> http://www.heroesofexcelsior.com
> Blackened Interactive
> http://www.blackened-interactive.com
>
>
> > -----Original Message-----
> > From: William Ravaine [mailto:[EMAIL PROTECTED]
> > Sent: June 26, 2006 7:17 AM
> > To: [email protected]
> > Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme
> >
> > By the way, what is the "native" screen resolution for VGUI editing?
Im
> > pretty sure it wasnt 640x480, but I could be wrong.
> >
>
>
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>
>


--
- Benjamin Davison
--

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