Solved Maximum resolution (960x540) and .gif files don't mix when it comes to scenes (intro.txt)?

Question that is answered or resolved.

Alan ARS

New member
Hi guys

I started studying the file structure of OpenBOR 4.0 Build 7533 from the 2D and 3D templates provided by Bloodbane here:

I'm making a mod in the maximum available resolution of 960x540, following the steps of He-man and Mass Effect.
To test the engine using this resolution, I started increasing the scale of the images in the package.

Everything was working fine until I got to the scenes.
I noticed that in the first one (newintro.gif) that presents the characters in the intro, after my modifications (video resolution, increasing image scale), it's not working when pointed to intro.txt

Interestingly, when I point to the file in logo.txt, my .gif works perfectly. Does anyone know what I'm doing wrong?
I've attached the gif I'm using in case anyone wants to test it out.
 

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  • newintro.gif
    newintro.gif
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Solution
First, no you're not. That's the highest PRESET resolution. You can dial in any custom resolution you feel like.

TBH, I don't recall, but likely it's an offset issue. Try making a solid color block the size of the your screen, and see if that shows anything.

DC
Got it, I can put any resolution in video.txt (I used the lines below):
____________________
video 1920x1080

colourdepth 32bit
____________________
And it's rendering in 1080p.
And the best part is that you can still change to lower resolutions in-game through the game's main menu in options>video options...
I'm making a mod in the maximum available resolution of 960x540
First, no you're not. That's the highest PRESET resolution. You can dial in any custom resolution you feel like.

Everything was working fine until I got to the scenes.
I noticed that in the first one (newintro.gif) that presents the characters in the intro, after my modifications (video resolution, increasing image scale), it's not working when pointed to intro.txt

TBH, I don't recall, but likely it's an offset issue. Try making a solid color block the size of the your screen, and see if that shows anything.

DC
 
First, no you're not. That's the highest PRESET resolution. You can dial in any custom resolution you feel like.

TBH, I don't recall, but likely it's an offset issue. Try making a solid color block the size of the your screen, and see if that shows anything.

DC
Got it, I can put any resolution in video.txt (I used the lines below):
____________________
video 1920x1080

colourdepth 32bit
____________________
And it's rendering in 1080p.
And the best part is that you can still change to lower resolutions in-game through the game's main menu in options>video options
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
About the intro, I did several tests in addition to what you proposed. In the end, I used my new files in a folder from the original BOR, overwriting the old ones and it worked.

Apparently, the templates have some bug with the scenes.

I'll continue with the changes in the original files since they seem bug-free. I don't want to waste your time with problems not related to the engine.

Thanks for the information and your time DCurrent,
Alan ARS
 
Solution
colourdepth 32bit

That's also outdated. Once upon a time, the engine supported the following:

  • 8bit - The old school default. The screen output 8bit (IOW 256 colors) and you had to fit everything in a single global palette. You could swap the global palette, but of course had to plan colors very carefully, just like devs did back in the 3rd and 4th gen.
  • 16bit - The screen can output 65,535 colors. Models all have independent palettes. Panels and certain other native items are still on a global palette, but you can substitute those for others that have their own palettes. Obviously, that's a monumental upgrade in development freedom and simplicity. This mode was meant mainly for the Dreamcast.
  • 32bit - Same as 16bit, except now the screen is 32bit RGB color. The most optimal choice for PCs, and of course gives you maximum color fidelity - though unless you're filling the screen up with layers and layers of detailed art, transparency color blending and such, you'd be hard pressed to tell the difference between it and 16bit.

Several years ago I scrapped all that. The engine is now 32bit only, and colourdepth setting does nothing what-so-ever.

I'll continue with the changes in the original files since they seem bug-free. I don't want to waste your time with problems not related to the engine.

Don't be shy about asking questions. That's what we're here for.

DC
 
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