Star Wars: Battlefront 2 (Classic, 2005)

Star Wars: Battlefront 2 (Classic, 2005)

Ryan B Mar 16, 2021 @ 5:21pm
Hud fix
I'm playing this game in widescreen on a 16:9 monitor and the hud looks trash. The higher the resolution is, the smaller it makes the fonts, and the hud elements are in the wrong spots and overlapping over each other. By the way, I don't hear anyone talk about this, but for some reason, the font on the hud isn't like the one that's used on every other version of the game. I don't think this was done by choice because the font is just really generic and it makes me think there was an error and it just defaulted to this. It's a minor issue, but it kinda bothers me, so if there are any fixes or anything that would recommend, I'd like to know. I'm currently using the hud on the newest 1.3 patch and it's not that bad, it works fine, but I prefer the one on the console versions.
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AnthonyBF2 Mar 16, 2021 @ 9:01pm 
As a modder, I can assure you that it's the same font across all platforms, but it looks better on PS2/Xbox because those systems have very small resolutions, the smaller the resolution, the bigger the fonts.

You can hex edit your PC game's ingame.lvl and replace all instances of the text string "gamefont_small" with "gamefont_large" then save changes then most stuff on the HUD will be readable on a large resolution.

Any other HUD desires would require learning mod tools, learning HUD editing, and learning how to build a new ingame.lvl .... which would kill the 1.3 patch because 1.3 has it's own ingame.lvl
AnthonyBF2 Mar 18, 2021 @ 8:30pm 
But you can still edit your game's ingame.lvl and replace all gamefont_small strings with gamefont_large strings and most things in the HUD will be bigger on high resolutions
Ryan B Mar 20, 2021 @ 12:55am 
I tried that, but how do I do it without the game crashing when I launch it?
AnthonyBF2 Mar 20, 2021 @ 1:12am 
You must have done it wrong.

Open ingame.lvl in any hex editor, use the find and replace function to replace all instances of gamefont_small with gamefont_large, that's it, save changes and play. I don't understand how someone would screw that up.
Ryan B Mar 20, 2021 @ 1:39am 
I did it correctly, it just doesn't work for me. I went in the file and replaces all text of "gamefont_small" with "gamefont_large" like you told me to and it crashes when entering a game.
AnthonyBF2 Mar 20, 2021 @ 1:50am 
What program did you use?

I've been using HXD for many years, it's the best, small, easy to use. HXD's replace function is control+R if that helps.
Ryan B Mar 20, 2021 @ 2:50am 
I just used notepad. Notepad has the same replace function, it just doesn't want to work for me.
AnthonyBF2 Mar 20, 2021 @ 3:01am 
Because notepad is a not a hex editor and doesn't know how to process non-text files
Ryan B Mar 20, 2021 @ 4:25pm 
The hud text is bigger now but there isn't really a point since the hud is still glitched and using the wrong font.
|)in-d1n Mar 30, 2021 @ 2:09am 
The latest version of Saga Edition includes improved HUD for widescreen resolutions - https://www.moddb.com/mods/swsaga
AnthonyBF2 Mar 30, 2021 @ 3:08am 
That new HUD still sucks, radar is too small.
|)in-d1n Mar 30, 2021 @ 4:26am 
Originally posted by AnthonyBF2:
That new HUD still sucks, radar is too small.
For some reason the scale parameter of the radar is the same for spawn map and 'M key' map, i.e. one general for all 3 types of minimap. If I change this parameter, the spawn minimap will increase the same amount as a radar.
Last edited by |)in-d1n; Mar 30, 2021 @ 4:34am
AnthonyBF2 Mar 30, 2021 @ 4:54am 
I designed my own HUD for personal use, to get the radar (and other things) the way I want.

If you can, try these values and see what you think:

PositionSmall(0.910000, 0.100000, 0.100000, "Viewport")
PositionLarge(0.250000, 0.500000, -38.000000, "Viewport")
PositionSpawn(0.767984, 0.477156, 0.000000, "Viewport")
EventToggleMapMode("player1.map.modeToggle")
EventChangeMapMode("player1.map.mode")
EventPostHide("player1.map.hideCPs")
EventRefreshTarget("player1.map.refreshTarget")
EventRefreshPost("player1.map.refreshPost")
EventRefreshMarker("player1.map.refreshMarker")
EventPlayerIndex("player1.index")
PropagateAlpha(1)
Position(0.917484, 0.110884, 0.004111, "Viewport")
Scale(1.250000, 1.250000, 1.250000)
ZOrder(127)
Alpha(0.850000)
EventEnable("player1.map.enable")
EventDisable("player1.map.disable")

This makes the radar much larger, but the spawn radar will be moved more to the right and the small ingame radar will be further right-upwards so it's not in the way of the player's vision.
|)in-d1n Mar 30, 2021 @ 6:11am 
Yep, that's the way, but bigger spawn minimap looks a bit strange and takes all the attention. I have tried to make spawn minimap scale the same as at 800x600 resolution(1.00 scale instead of yours 1.25), it looks better, but still very unusual. Other things on the screen like objectives list, labels and unit preview model start to get lost on the screen. Needs to resize these elements too to make everything looks harmonious, but it's a little tricky. Btw, I personaly see no problem in small radar, it is still a bit useless in this game in my opinion. It's sad that there is no way to change radar scale only.
Last edited by |)in-d1n; Mar 30, 2021 @ 9:04am
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Date Posted: Mar 16, 2021 @ 5:21pm
Posts: 23