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Interface Scaling Mod

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Postby Mgamerz » Sun Feb 28, 2016 5:01 am

I am beginning work on an interface scaling mod that will scale up the HUD and other GUIs to work on a large screen. This should not be as invasive as the controller mod so it shouldn't cause compatibility issues.

If you run ME3 at a higher resolution than 1920x1080 I would appreciate your input on this project. It will be a Mod Manager mod.

This mod is not compatible with the controller mods. The SP version already has scaled interfaces for the most part.

Click here to view download post.

Code: Select all
Mount Priority: 31039
Mount Flag: 0x8 (SP | Not Required)
TLK: 137000000 - 137000004

This mod's files:
Interface Scaling Mod
│   moddesc.ini
│   
├───BASEGAME
│       EntryMenu.pcc
│       PCConsoleTOC.bin
│       Startup.pcc
│       
├───DLC_CON_UIScaling
│   │   PCConsoleTOC.bin
│   │   
│   └───CookedPCConsole
│           BioD_Cat001.pcc
│           BioD_Cat003_580BalconyRear.pcc
│           BioD_Cat004_125HangarBay.pcc
│           BioD_CerJcb_480EvacWave3.pcc
│           BioD_KroN7b_600BombFinal.pcc
│           BioD_Lev004_100Surface.pcc
│           BioD_Omg001_810FinalFight02.pcc
│           BioD_Omg004_400MechSci.pcc
│           BioD_Omg02A_450Processing.pcc
│           BioD_OmgJck_600DockBay.pcc
│           Default.sfar
│           Default_DLC_CON_UIScaling.bin
│           DLC_CON_UIScaling_DEU.tlk
│           DLC_CON_UIScaling_ESN.tlk
│           DLC_CON_UIScaling_FRA.tlk
│           DLC_CON_UIScaling_JPN.tlk
│           DLC_CON_UIScaling_INT.tlk
│           DLC_CON_UIScaling_ITA.tlk
│           DLC_CON_UIScaling_POL.tlk
│           DLC_CON_UIScaling_RUS.tlk
│           Mount.dlc
│           
├───MP4
│       PCConsoleTOC.bin
│       Startup_DLC_CON_MP4_INT.pcc
│       
└───TESTPATCH
        Patch_Content_Markers.pcc
        Patch_GUI_MP_HUD.pcc
        PCConsoleTOC.bin
       

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Postby Togaryuman » Mon Feb 29, 2016 4:29 am

I have been trying to find something like this for a while, I have a rather large screen that I play on so this would mean a huge help to me, I am willing to help test it out and see what needs to be done with it if you are needing testers.
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Postby Mgamerz » Mon Feb 29, 2016 7:18 am

Sounds good. I've started on the mod, I've got most of the interfaces scaling already. First time I have scaled the PC Power HUD (controller uses xbox wheel).

With this mod, everything at 1080p will be bigger. Unfortuantely, I am not able to change the amount of "scaled". So you will have bigger things at 1080p (standard at 720p). But it's not that much of a difference.

Right now I am testing some new custom written text-scaling code so I won't have to deal with different versions of the subtitles file. I think I got it working... quite a hack I had to write in. Which is sad, because bioware could have easily done this. Should have a version ready for testing in a couple of days.
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Postby Mgamerz » Mon Feb 29, 2016 6:36 pm

The current issues I am working on:
Subtitles. BioWare for some reason removed subtitle scaling in me3 (according to others). The font is hard coded to size 22 at a certain offset from the bottom of the screen. This works perfect at 720p (consoles), and on pc because the wheel doesn't scale, so the font sizes match. At 4K this also means you need a microscope to read text. Additionally since the offset is hard coded to the bottom of the screen, when the wheel scales up it wraps over the subtitle.

I got text scaling to work... But it's not perfect. I am trying to make the text match the size of the scaled up dialog wheel, but I don't know how the font size is calculated for that. I believe the font is by default 22px@720p and is scaling up some % based on the height relative to 720 (stage height). I am able to get it to be about 26 at 1080p... But it still seems small. On a TV I think this would still be tiny. I am thinking of exponentially scaling this up as the different in resolution increases, by say 1.1 or something. Not sure how to do that in pcode... It may also look bad at 4k as it would be large compared to the dialog wheel.

The other issue is the text offset from the bottom of the screen. It has a hard coded point. I removed this and set the offset to be height *15% - height of the text. (Text is top aligned, so it will appear below Y value)

At 1080p it lines up like normal, and at 720p its... A bit too high. I will need to find the right scaling value so this works dynamically. If I could write actually code rather than pcode this would be way easier. It also sucks that I can only test in game and not in some external editor.
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Postby Mgamerz » Wed Mar 02, 2016 4:18 am

So I have an update, good news!

Subtitles in ME2 are part of the dialog wheel, which scales up and down properly which means both will wokr and look correctly. In ME3, they split them into subtitles and dialog wheel, neither of which are normally set to scale mode. Changing them both to "noBorder' (scaling) does nothing to subtitles but changes wheel size properly.

I have written more p-code for AS2 than I would ever like to and so far have a real hackjob that seems to properly get the Y value. I have forced the subtitles to scale, but since it was designed for noscaling, when it does scale it flies off the screen. As you can see, the Y value is right (and so is the text size), but the X is off because it scaled 1280 to 1920, even though by default it is 1920 wide already.

Image

It will take some time to figure out how to force X to align again, but then we should be good to go!
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Postby Mgamerz » Wed Mar 02, 2016 8:07 am

Here's an alpha version of this scaling mod, the subtitles are bit obnoxious still but it should work for the most part.

Alpha version removed
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Postby mikec5airguard » Thu Mar 03, 2016 11:59 pm

Very cool, i play on a 75 inch 4k TV, so this and your SP controller mod are a godsend. I have a few other mods so would the install order be ME3>DLC'S>SP controller mod> scaling mod> MEHEM or JAM> ALOT textures ?
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Postby Mgamerz » Fri Mar 04, 2016 3:24 am

The SP controller mod is incompatible with most other SP mods, unfortunately. Due to the way GUI files have to be added, only EGM is verified compatible. That mod has to change a ton of files because there is no way to globally tell it to act like it is on xbox (and even then, there has to be some conditions where you only can say you run on PC...) The controller mod already scales and these mods are not compatible with each other.

It works with texture mods (I think) but must be installed first, and updates will break the texture mod. I don't do texture modding though so I can't really help out on that. That is a question for that thread.

This mod should not have as much of an issue because a lot of interfaces already scale nicely and include the PC buttons by default, so those won't need to be edited. Mainly the status bars specific to stages (like the chase bar for eva and the suspected status from citadel or the clone medigel count) will require their own addins.

I may make both this and SP into injection mods so they work with texture mods, but once installed you can't really update them so it has to be the final version.
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Postby Mgamerz » Sun Mar 06, 2016 9:27 pm

Today an update will appear to be available for this mod. This is actually an update to expanded galaxy mod controller support, because I incorrectly assigned this mod an update code of 19. The true one is 20. Open your moddesc.ini file for this mod and change the updatecode = 19 to updatecode = 20. Since this is simply an alpha release I don't have any plans to push a true update right now.

Progress Report:
I have the main HUD now scaling properly across 16:9 and 16:10 dynamically. Some elements seem to still be a bit off like the placement of hints and the little "XP+" popups. I have subtitle scaling but I think I will need to adjust that a bit for 16:10. The power wheel for the SP Controller mod will be updated for scaling as well.
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Postby Mgamerz » Tue Apr 26, 2016 6:02 pm

I've got most of the issues that this mod faces out of the way. I plan to update the SP Controller Support mod soon, which will now have a secondary mod that scales up more parts of the HUD. That mod will be the same on controller vs PC controls so it will be shared by this mod and SP controller support. Since the majority of Interface Scaling's basegame is done, this shouldn't take too long.
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