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Old 04-17-2013, 01:07 PM  
Brenden
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4-17 patch

Any idea how long till you'll have the UI updated? Cause its super broken after todays patch, and I like your UI.
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Old 03-28-2013, 03:00 AM  
firescue17
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Re: Bag Slots Disappearing

Quote:
Originally posted by Brenden
When I got new bags, I noticed that the slots in the last bag or two started disappearing. When I changed the 32 slot bag back to a 16 slot, the slots that disappeared reappeared. There seems to be some kind of issue with the amount of slots like it wont display over a certain amount.

Which seems to be 237 slots show up. Any more than that and they just disappear.


This is a known issue unrelated to Graphite. It can happen with any bank or inventory bag mod which shows expanded bag slots. Please bug it to SoE so they can fix it.
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Old 03-28-2013, 01:00 AM  
Brenden
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Bag Slots Disappearing

When I got new bags, I noticed that the slots in the last bag or two started disappearing. When I changed the 32 slot bag back to a 16 slot, the slots that disappeared reappeared. There seems to be some kind of issue with the amount of slots like it wont display over a certain amount.

Which seems to be 237 slots show up. Any more than that and they just disappear.

Last edited by Brenden : 03-28-2013 at 01:05 AM.
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Old 03-27-2013, 11:45 PM  
firescue17
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Re: Target Window

Quote:
Originally posted by RazzalDazzal
However when I first login to the server with my character I get the following message.

Your XML files are not compatible with current EverQuest files, certain windows may not perform correctly. Use "/loadskin Default 1" to load the EverQuest default skin.


This is due to the changes to the Options Page on March 13, 2013: "Added an option to the Options window to allow for the toggling of No Drop loot confirmations. This behaves exactly like the previously added /lootnodrop command."

I haven't uploaded a patch for this new (totally useless) option. There are more UI changes coming to address SoE's version of an improvement regarding windows closing with Escape. The UI works fine in the meantime.

Last edited by firescue17 : 03-27-2013 at 11:45 PM.
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Old 03-26-2013, 09:58 PM  
RazzalDazzal
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Thumbs up Target Window

Awesome UI set!

However when I first login to the server with my character I get the following message.

Your XML files are not compatible with current EverQuest files, certain windows may not perform correctly. Use "/loadskin Default 1" to load the EverQuest default skin.

Is anyone else getting this? I have tried copying the default UI to a new UI folder and then copying the Graphite files on top of that. Then I copied in the 1920 res file EQUI_SelectorWnd.xml

Any help would be appreciated.

Last edited by RazzalDazzal : 03-26-2013 at 11:58 PM.
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Old 02-23-2013, 08:24 AM  
wwarwolf
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Great idea on selector. I'll try messing around with it. Also thanks for the info on the chat window. Think i can manage that change.
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Old 02-23-2013, 06:12 AM  
firescue17
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Quote:
Originally posted by wwarwolf
Is there a way for me to edit the chat to move the text line back to the bottom?

This response may not translate well in written form. Rest assured, I'm not trying to be flippant. The answer is sure, make your own chat window. The chat window only has two elements, the input screen and the output screen. Adjust the coordinates so they don't overlap.

Quote:
Originally posted by wwarwolf
Did you see my comments about the selector window? Could you lead me in the direction to, either, add a view window for the elements I mentioned, or a way to make the element always stay on top?

I didn't respond previously regarding the Selector Window as I was contemplating the issue. I appreciate you posting the screenshot; I'm always interested in other's layouts in order to determine any changes I can implement to make the UI more universal.

Some thoughts:

The compass viewport is just that; a viewport only. It's not a hole in the window, it's a transparent graphic which allows one to see the compass regardless of layering (as you've discovered). The only reason it works is one never has to click on the compass; therefore, it does not matter which window is on top. There is no way to control the Z- layering of windows of which I am aware.

Regarding the addition of the tribute buttons; ideally they would have EQTypes which would allow a UI designer to implement them directly into the window. Unfortunately, this is not the case and the reason I settled on the collapsible Tribute Window as opposed to just moving the timers as other designers have done. My preference was to have the timers and buttons in the same location as well as retaining full functionality of the buttons.

In a perfect world, I would replace the resist display with functional tribute buttons if it was possible.

Moving the Tribute Window to the bottom as in your screenshot does not allow for the bottom edge to be dragged downward to access the other window functions. This could be compensated for by moving the selector window/compass to the top. I actually used to have the Selector Window at the top. Six of one, really, regarding it's location.

I'm aware there is a lot of whitespace in the wider resolution Selector Windows which provide for the opportunity to add additional elements. With the 1440px resolution (the one I use) there is no room for the potion belt and Tribute Windows.

Now, ultimately, the layout in your screenshot could be accomplished in a manner similar to how the current EQ button and Selector Window integrate. Instead of a super wide Selector Window, one could design the Potion Belt Window, Tribute Window, Selector Window and EQ Window so they line up next to each other, creating the appearance of a single window at the same time preserving full functionality:

[AuraWnd][PotionBeltWnd][TributeBenefitWnd][SelectorWnd][EQMainWnd]

Last edited by firescue17 : 02-23-2013 at 06:40 AM.
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Old 02-23-2013, 04:12 AM  
wwarwolf
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Found the bag issue. Once I logged out and back in, the bags worked.

I see about the chat windows now. As I already have multiple windows open, I'm not sure I want to open another window just for typing text. Is there a way for me to edit the chat to move the text line back to the bottom?

Did you see my comments about the selector window? Could you lead me in the direction to, either, add a view window for the elements I mentioned, or a way to make the element always stay on top?

Last edited by wwarwolf : 02-23-2013 at 04:21 AM.
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Old 02-23-2013, 01:49 AM  
firescue17
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Quote:
Originally posted by wwarwolf
Bags not working.


I do not understand the statement "bags not working." Please provide more information on the results your having. I'm using this UI across seven accounts on two different computers and they all work fine.

Quote:
Originally posted by wwarwolf
Main Chat has the text type bar in the middle of the window, not at the bottom.


Quote:
Originally posted by firescue17 07-24-2012, 02:23 PM
Yes, that's by design to eliminate the wasted space of having chat input lines on all the windows.

Make a new chat window, adjust it's vertical size to be the height of one line of text for whatever font size you use. Then right click that new, dedicated chat window and select "Always Chat Here" from the pop-up context menu.

Once those steps are completed, all your chat input will always appear in the same window and not overlap the chat output in the other windows. You won't have to click each window to change the mouse focus, just use the chat commands /g, /gu, /say, /channel #, etc. To edit your chat, use Shift-left arrow or Shift-right arrow (by default) to move the cursor left or right and edit typos before sending the message.

You can see an example of this setup in the "Layout" screenshot with the window labeled "Chat 1." You may not need a chat entry box that wide. My preference is to see as much of the sentence I'm typing as possible without having to scroll.
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Old 02-22-2013, 09:24 PM  
wwarwolf
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Bags not working.
Main Chat has the text type bar in the middle of the window, not at the bottom.

Last edited by wwarwolf : 02-22-2013 at 11:43 PM.
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Old 02-22-2013, 09:18 PM  
wwarwolf
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Is there a way to make one elements always remain on the top over another? I am trying to use Graphite. The Selector window fits on the bottom of the screen. There is a hole in it for the compass to show through.

Here is what I want:
I also want the tribute window (Shrink to only show the Activate buttoms) to always remain on top. I have also reduced the size of the Potion belt and want it to always be on top.

Here is an image:



If i knew how to put holes in your selector for the sizes of your Tribute, Aura, and potion belt I would. I reduced your Potion belt to 20x20 with 16x16 inside.

Code:
<?xml version="1.0" encoding="us-ascii"?> <XML ID="EQInterfaceDefinitionLanguage"> <Schema xmlns="EverQuestData" xmlns:dt="EverQuestDataTypes" /> <!-- IS_POWER_SOURCE 21 --> <InvSlot item="PW_InvSlot21"> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <Background>ADT_Power_Source</Background> <EQType>inventory/Equip 21</EQType> </InvSlot> <Screen item="PW_InvSlot21_Screen"> <Size> <CX>20</CX> <CY>20</CY> </Size> <Pieces>SA_40px_Recessed</Pieces> <Pieces>PW_InvSlot21</Pieces> </Screen> <Button item="PW_PotionSlot0_Button"> <ScreenID>PotionSlot0</ScreenID> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <ButtonDrawTemplate> <Normal>ADT_40px_Recessed_Disabled</Normal> </ButtonDrawTemplate> <DecalOffset> <X>2</X> <Y>2</Y> </DecalOffset> <DecalSize> <CX>16</CX> <CY>16</CY> </DecalSize> </Button> <Label item="PW_PotionSlot0_Label"> <ScreenID>PotionSlotLabel0</ScreenID> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <Style_Tooltip>false</Style_Tooltip> <TextColor> <R>255</R> <G>255</G> <B>255</B> </TextColor> </Label> <Screen item="PW_PotionSlot0_Screen"> <Pieces>PW_PotionSlot0_Button</Pieces> <Pieces>PW_PotionSlot0_Label</Pieces> </Screen> <Button item="PW_PotionSlot1_Button"> <ScreenID>PotionSlot1</ScreenID> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <ButtonDrawTemplate> <Normal>ADT_40px_Recessed_Disabled</Normal> </ButtonDrawTemplate> <DecalOffset> <X>2</X> <Y>2</Y> </DecalOffset> <DecalSize> <CX>16</CX> <CY>16</CY> </DecalSize> </Button> <Label item="PW_PotionSlot1_Label"> <ScreenID>PotionSlotLabel1</ScreenID> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <Style_Tooltip>false</Style_Tooltip> <TextColor> <R>255</R> <G>255</G> <B>255</B> </TextColor> </Label> <Screen item="PW_PotionSlot1_Screen"> <Pieces>PW_PotionSlot1_Button</Pieces> <Pieces>PW_PotionSlot1_Label</Pieces> </Screen> <Button item="PW_PotionSlot2_Button"> <ScreenID>PotionSlot2</ScreenID> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <ButtonDrawTemplate> <Normal>ADT_40px_Recessed_Disabled</Normal> </ButtonDrawTemplate> <DecalOffset> <X>2</X> <Y>2</Y> </DecalOffset> <DecalSize> <CX>16</CX> <CY>16</CY> </DecalSize> </Button> <Label item="PW_PotionSlot2_Label"> <ScreenID>PotionSlotLabel2</ScreenID> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <Style_Tooltip>false</Style_Tooltip> <TextColor> <R>255</R> <G>255</G> <B>255</B> </TextColor> </Label> <Screen item="PW_PotionSlot2_Screen"> <Pieces>PW_PotionSlot2_Button</Pieces> <Pieces>PW_PotionSlot2_Label</Pieces> </Screen> <Button item="PW_PotionSlot3_Button"> <ScreenID>PotionSlot3</ScreenID> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <ButtonDrawTemplate> <Normal>ADT_40px_Recessed_Disabled</Normal> </ButtonDrawTemplate> <DecalOffset> <X>2</X> <Y>2</Y> </DecalOffset> <DecalSize> <CX>16</CX> <CY>16</CY> </DecalSize> </Button> <Label item="PW_PotionSlot3_Label"> <ScreenID>PotionSlotLabel3</ScreenID> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <Style_Tooltip>false</Style_Tooltip> <TextColor> <R>255</R> <G>255</G> <B>255</B> </TextColor> </Label> <Screen item="PW_PotionSlot3_Screen"> <Pieces>PW_PotionSlot3_Button</Pieces> <Pieces>PW_PotionSlot3_Label</Pieces> </Screen> <Button item="PW_PotionSlot4_Button"> <ScreenID>PotionSlot4</ScreenID> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <ButtonDrawTemplate> <Normal>ADT_40px_Recessed_Disabled</Normal> </ButtonDrawTemplate> <DecalOffset> <X>2</X> <Y>2</Y> </DecalOffset> <DecalSize> <CX>16</CX> <CY>16</CY> </DecalSize> </Button> <Label item="PW_PotionSlot4_Label"> <ScreenID>PotionSlotLabel4</ScreenID> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <Style_Tooltip>false</Style_Tooltip> <TextColor> <R>255</R> <G>255</G> <B>255</B> </TextColor> </Label> <Screen item="PW_PotionSlot4_Screen"> <Pieces>PW_PotionSlot4_Button</Pieces> <Pieces>PW_PotionSlot4_Label</Pieces> </Screen> <TileLayoutBox item="PB_Layout"> <AutoStretch>true</AutoStretch> <TopAnchorOffset>0</TopAnchorOffset> <TopAnchorToTop>true</TopAnchorToTop> <LeftAnchorOffset>0</LeftAnchorOffset> <LeftAnchorToLeft>true</LeftAnchorToLeft> <RightAnchorOffset>0</RightAnchorOffset> <RightAnchorToLeft>false</RightAnchorToLeft> <BottomAnchorOffset>0</BottomAnchorOffset> <BottomAnchorToTop>false</BottomAnchorToTop> <AnchorToLeft>true</AnchorToLeft> <AnchorToTop>true</AnchorToTop> <FirstPieceTemplate>true</FirstPieceTemplate> <HorizontalFirst>true</HorizontalFirst> <SecondarySpacing>0</SecondarySpacing> <SnapToChildren>true</SnapToChildren> <Spacing>0</Spacing> <Pieces>Screen:PW_InvSlot21_Screen</Pieces> <Pieces>Screen:PW_PotionSlot0_Screen</Pieces> <Pieces>Screen:PW_PotionSlot1_Screen</Pieces> <Pieces>Screen:PW_PotionSlot2_Screen</Pieces> <Pieces>Screen:PW_PotionSlot3_Screen</Pieces> <Pieces>Screen:PW_PotionSlot4_Screen</Pieces> </TileLayoutBox> <Screen item="PotionBeltWnd"> <RelativePosition>false</RelativePosition> <Location> <X>0</X> <Y>0</Y> </Location> <Size> <CX>188</CX> <CY>38</CY> </Size> <DrawTemplate>WDT_15px_Light_NoTitle</DrawTemplate> <Layout>Snap_Layout_HV</Layout> <Style_Border>true</Style_Border> <Style_ClientMovable>true</Style_ClientMovable> <Style_Closebox>true</Style_Closebox> <Style_Qmarkbox>true</Style_Qmarkbox> <Style_Sizable>true</Style_Sizable> <Style_Titlebar>true</Style_Titlebar> <Pieces>TileLayoutBox:PB_Layout</Pieces> </Screen> </XML>


I love your UI, your selector window has so many options. I hope you take my idea there and open up view ports in it to work with those items. Will save alot of space and make it very functional. I'd go so far as to donate some plat in game (on bertox) if you made this change, or at the very least tell me how (if it's easy).


EDIT: Just noticed Potion belt wont' fit there because I made the invite/disband buttoms overlap the selector. Suppose making viewports for those 3 bottoms would work. I'm going to play around with it. Hope you don't mind. Any advise would be welcome.

Last edited by wwarwolf : 02-22-2013 at 09:27 PM.
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Old 02-22-2013, 05:59 AM  
firescue17
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Quote:
Originally posted by wwarwolf
I really like your Tribute window. Any chance of getting a stand-alone? Would love to add it to my UI.


It's as standalone as it's going to get. All the custom templates are in the chat window. Any other window can be extracted and used individually provided the chat window is included with it.
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Old 02-21-2013, 06:23 PM  
wwarwolf
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I really like your Tribute window. Any chance of getting a stand-alone? Would love to add it to my UI.
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Old 02-21-2013, 03:21 PM  
firescue17
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2013-02-21 Update

** CHANGED
EQUI_SelectorWnd.xml: Critical fix for the 1920px version.

** ADDED
EQUI_SelectorWnd.xml: 1680px version.
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Old 02-19-2013, 10:43 PM  
firescue17
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Re: Different resolution

Quote:
Originally posted by Belair
Do you plan to make a 1680 x 1050 version? I would love to try it, but it will not load at my resolution.


This UI will load in any resolution. I do not understand the statement "it will not load." Please provide more information on the results your having? The only window associated with resolution is the selector window located at the bottom of the Layout screenshot. I will make a 1680px version of this window.

Quote:
Originally posted by Belair
If you do not plan on making a 1680 x 1050 version, do you have individual pieces of your set available?


The only required window is the chat window. Any other window can be extracted and used individually provided the chat window is included with it.

Quote:
Originally posted by Belair
Also, when I unZipped the files they were in a directory called Coy of Graphite_v2013-02-19. Is this the correct unZip directory you intended to include in ZIP file?


The extra folder is created during the zipping process. The user will need to manually change the file structure to . . . uifiles/<Graphite_versionX>/<files>

Last edited by firescue17 : 02-19-2013 at 10:43 PM.
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