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Author Topic: Elusive squares  (Read 1537 times)

Random832

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Re: Elusive squares
« Reply #15 on: January 29, 2009, 12:44:47 pm »

The default grid size is the minimum, and you just can't fit that many 16x16 tiles on the board. I've tried it, and it winds up looking pretty weird when they get distorted like that.

Doesn't look that bad with [TEXTURE_PARAM:LINEAR]. NEAREST is only really good for scaling something up to multiples of its original size
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Hawklaser

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Re: Elusive squares
« Reply #16 on: January 29, 2009, 08:01:35 pm »

These are the relevant init settings I use on my pc for full screen at the moment, and to me things seem pretty square, even without using a square tileset.
Spoiler (click to show/hide)

And here is a picture of what it looks like:
Spoiler (click to show/hide)

Though one of the problems with playing in Full screen, there doesn't seem to be many tilesets designed for full screen. I think this is mostly due to the game running slightly faster in windowed mode due to having less things to put on screen.
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sneakey pete

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Re: Elusive squares
« Reply #17 on: January 30, 2009, 01:17:04 am »

Pretty easy to get working for DF's standard graphics.

you have your (full or windowed) resolution, for me its

1280*1024

and you have your Grid. GRID for your windowed mode and FULLGRID for fullscreen.

set your x (being across, being 1280 pixels in my case) grid to whatever you want, 80 for me (which is standard). Then set the y value so that the ratio of x to y is the same as the ratio of your resolution.

For me, i've got 80 across, so that's 1280/80=16 pixels a tile, so my y value is going to be 1024/16=64 tiles. this gives tiles that are 16*16 px, and square.

Course, it messes up the look of some things.

so from my inti

[FULLSCREENX:1280]
[FULLSCREENY:1024]

[FULLGRID:80:64]
« Last Edit: January 30, 2009, 01:23:26 am by sneakey pete »
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