bucko Posted April 10, 2018 Share Posted April 10, 2018 I've managed to install and run NOLF with the widescreen patch on Windows 10 so that it runs smoothly and is once again a joy to play. However, whenever I zoom in in sniper-mode the ratio remains 4:3. Does anyone have an idea how to fix that? Quote Link to comment Share on other sites More sharing options...
NanoTech Posted April 10, 2018 Share Posted April 10, 2018 (edited) There is no fix for this problem afaik. Edited April 10, 2018 by TechnoStyle Quote Link to comment Share on other sites More sharing options...
bucko Posted April 12, 2018 Author Share Posted April 12, 2018 On 4/10/2018 at 5:58 PM, TechnoStyle said: There is no fix for this problem afaik. Oh well, I guess it can't all be perfect 18 years later Quote Link to comment Share on other sites More sharing options...
JordanJS Posted May 18, 2018 Share Posted May 18, 2018 I wonder if it's just a black image with a circle cut out of it that's drawn onto the screen? If so, there must be a way to access the file and swap in an image that will fit the 16:9 area. 1 Quote Link to comment Share on other sites More sharing options...
JordanJS Posted May 20, 2018 Share Posted May 20, 2018 (edited) Okay, so after literally an entire day of digging around, downloading converters and unpacking and re-packing rez files, I was able to figure out how to get the zoomed in scope to go over the entire screen. Un-rez NOLFU003.REZ and go to the "ATTRIBUTES/LAYOUT.TXT" file. Look for "ScopeScale" and set it's value to 1.8. Extra step for nit-picky peeps: Step 1 will enlarge the scope sprite, but some of the circle will be cut off by the screen. If you still want a full circle on the screen, but don't want the edges cut off, you're going to have to unrez "NOLF2.REZ". Then navigate to "STATBAR/SPRTEX" and open "SCOPE1_FADE.dtx" inside of DEdit. Create a new project and import the dtx into it on the "Textures" tab. Export it as a tga and open it in Photoshop. From here, you'll have to scale it down. Make sure to also edit the alpha channel to be smaller as well. I used screenshots and smart objects to help me. Extra still: Export the TGA from Photoshop, import into DEdit, and re-export as a 32-bit with 1 MIP channel. If you double-click your TGA, you should see the texture image and the alpha channel. Extra still: Re-Rez your NOLF2 and NOLFU003 directories into .REZ files and play the game! Here are some screenshots of my process: Edited May 20, 2018 by JordanJS Needed to add pictures 1 Quote Link to comment Share on other sites More sharing options...
Eliteone Posted May 20, 2018 Share Posted May 20, 2018 I couldn't interest you in sharing your edited file? Quote Link to comment Share on other sites More sharing options...
JordanJS Posted May 21, 2018 Share Posted May 21, 2018 (edited) Sure - PM'd you a Google Drive link. Edited May 21, 2018 by JordanJS Edited for brevity. Quote Link to comment Share on other sites More sharing options...
Eliteone Posted May 22, 2018 Share Posted May 22, 2018 Quote Link to comment Share on other sites More sharing options...
JordanJS Posted May 23, 2018 Share Posted May 23, 2018 Thanks for posting that! Quote Link to comment Share on other sites More sharing options...
curseofnight Posted September 7, 2019 Share Posted September 7, 2019 This is a very nice post JordanJS. I didn't try your mod though, I made own version by following the instructions in your post and found out something interesting. You don't have touch the ScopeScale value in LAYOUT.TXT at all. Simply increasing the canvas width of the SCOPE1_FADE texture to 1024, then filling in the sides black will make the texture fill the entire screen and also keeps the Crosshairs from overlapping into the black area of the scope as in your screenshots. 1 Quote Link to comment Share on other sites More sharing options...
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