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Homeworld Source Editing Talk
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PostPosted: Sun Oct 10, 2010 4:55 am 
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Joined: Tue Dec 14, 2004 3:24 pm
Posts: 324
Location: UK (UTC+0)
The UI graphics were originally designed for display at 640x480 and are simply centred on screen. In-game text positioning is relative to the screen's aspect ratio but the font size still assumes 640x480. There is some rudimentary stretching for buttons because they are built from replicated elements but, again, text is still small.

Initially, adding crude scaling of text/images (like we do for the between-mission loading graphics) would suffice but would obviously be blocky. The whole UI really needs to be rewritten from scratch to allow for resolution independence.

We'll need to use a vector graphics font though; the in-game font is a bitmap. According to Homeworld.big/fonts/fontusage.doc the font was primarily Eurose, which can be downloaded from There doesn't appear to be any licence though - even permitting free use - so I'm a bit dubious as to its source. If anyone knows of a free licenced version, that would make me happier. (There's also Free UCS Outline Fonts which use a GPL licence. The FreeSans font is rather generic but it would do.)

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PostPosted: Fri Aug 26, 2011 7:40 pm 

Joined: Tue Oct 10, 2006 2:04 pm
Posts: 73
Location: North germany
Should someone rewrite the UI - would it make sense to base this on OpenVG?
There needs to be some abstraction to get basic 2D shapes into the 3D Engine. Is there need for a layout engine? How should different screen ratios be handled? Is there need for advanced font features like hinting?

.: The hardest punishment are the innocent eyes of a child searching for truth :.

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