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Every a_*, i_* and w_* pic is now a vector drawn at a 64x64 viewBox, so the HUD can rasterize them at the display's pixel density instead of upscaling 64px rasters. Designs follow the originals where they were already geometric; the armor plate, quad emblem, invisibility ring and the powerup badges were redrawn as simpler marks that hold up as vectors. Rendered through SDL_image's nanosvg, so no filters, text or clip paths are used. Part of jdolan/quetoo#1026. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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The six crosshairs keep their 256 unit canvas so CROSSHAIR_SCALE still lands them at 32 points. The emoji share glyphs with the HUD icons where they depict the same thing; the death and event marks are redrawn as flat vectors, and thinq, a photograph, becomes a thinking face. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
… black The trefoil and the rocket's inner outline are evenodd holes now, so whatever the icon sits on shows through. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The seam, collar and hex badge on every armor plate are evenodd holes like the BFG and rocket launcher details, and the bfg and rocket emoji take the same cutouts. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The quad icon is the pickup seen head-on: a glowing crystal core with a blade sweeping up and two talons curving down on each side. The railgun and slugs shift from violet toward blue. The quad and railgun emoji follow. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
icons/quetoo.svg is a potrace of the 512px logo's alpha, filled with the original teal gradient. The quad damage pickup is modelled on the logo, so i_quad and the quad emoji are the same path in ice blue. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The silhouette is a potrace of the model seen head-on, in a deep blue gradient with a light edge and a glowing core down the throat and spike; the emoji is the same path. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The traced silhouette is symmetrized about the model's axis, either half counting, then the left half is traced and mirrored so the two sides match exactly. No edge or glow, one blue. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The original 64px emblem, read off its pixel grid as polygons: two blades a side, a bar with a chevron and prongs, and a central crystal, mirrored about the axis, in its blue frame. The emoji is the emblem without the frame. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Every i_* icon now sits in the same rounded frame, and the armor plates drop their interior details. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The Quake Q with the Quetoo logo's wings, traced head-on from a flat render of models/powerups/quad/tris.obj, symmetrized and mirrored, in one navy blue inside the item frame. The emoji is the emblem alone. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Every icon loses its i_/w_/bf_ prefix; the a_* ammo tiles go away and ammo items use their weapon's icon, with a_handgrenades becoming the handgrenade weapon icon. The square frames are gone, since the HUD's cards now carry that job, and each glyph is recentered and scaled to fill its canvas. The armor plates are hollow line-art shields with a centre tick, the shard a hollow diamond, and the grenade's inner ring is a hole. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Every
a_*,i_*andw_*pic undertarget/default/picsis now an SVG at a 64x64 viewBox (60 files, PNGs removed). Thebf_*overlays andch*crosshairs are untouched.Designs follow the originals where they were already geometric (shells, bullets, grenades, rockets, cells, bolts, crosses, flags, pentagram). Redrawn as simpler vector marks: the armor plate, the quad emblem, the invisibility ring, the railgun coil, and the regen / resist / strength / vampire badges. Everything is plain paths, strokes and fills so SDL_image's bundled nanosvg renders it: no filters, text, or clip paths.
Engine side: jdolan/quetoo adds
svgtoImg_LoadSurface(loads today at 1x), and jdolan/ObjectivelyMVC#60 adds scaled SVG rasterization so the HUD can draw them sharp at retina densities.🤖 Generated with Claude Code
Update: the six
ch*crosshairs and all 53emoji/*pics are SVG too. Crosshairs keep the 256 unit canvas soCROSSHAIR_SCALEstill yields 32 points.thinq, a photograph, became a thinking face. Only thebf_*full-screen overlays remain raster.