08-05-2002, 10:58 AM
|
#1
|
A Predatory Creeper
Join Date: Aug 2002
Posts: 254
|
Tip for everyone
I see lots of mods where people include an EQUI_Animations or EQUI_Templates file to go along with their new window. You don't have to do that!
You can put TextureInfo items, Ui2DAnimation items, WindowDrawTemplates, and other good stuff into any xml file. Just stick those items in your modded EQUI_PlayerWindow file or EQUI_TargetWindow file or whatever. It makes the install easier since it's a single file. It makes your mod more independent so it can be mix-and-matched with other mods. And it keeps your mod from breaking every time Verant patches the UI (well, almost).
|
|
|
08-05-2002, 11:47 AM
|
#2
|
A Hill Giant
Join Date: Jul 2002
Server: Cazic Thule
Posts: 34
|
Great tip
Great tip!
I had thought about this, but I'm so busy trying to create a very complex mod that I'm going in 12 different directions at once, pushing the UI and finding its limits. (Like, did you know you can use GIF, JPG, and PNG files for graphic files as well as TGA?)
|
|
|
08-05-2002, 02:11 PM
|
#3
|
A Shissar Disciple
Join Date: Aug 2002
Posts: 108
|
intresting!
ahhh good that overcomes my transparency problems! (no more useing 'the gimp' Yay!
|
|
|
08-05-2002, 02:15 PM
|
#4
|
Skinning Guru
Join Date: Jul 2002
Posts: 1,084
|
W00t now that solves alot of my "hmmm now which file did I mess up that I get this error?"
Thanks for the info!
|
|
|
08-05-2002, 02:19 PM
|
#5
|
Lord Dolby of Veeshan
Join Date: Jul 2002
Server: Veeshan
Posts: 2,397
|
Very good tip, makes it easier to get multiple skin modifications to work together.
|
|
|
08-14-2002, 04:53 AM
|
#6
|
A Ghoul
Join Date: Aug 2002
Posts: 10
|
Ok id like to insert new animation settings for my spell gems in the castspellwnd. But I am not to sure where or how it would go. I have changed the animation file and it works like I want to but makes it difficult to distribute my mods. Any suggestions on how to add it to this window.
This is the file info I have for one spell gem
<SpellGem item = "CSPW_Spell0">
<ScreenID>CSPW_Spell0</ScreenID>
<RelativePosition>true</RelativePosition>
<Location>
<X>0</X>
<Y>0</Y>
</Location>
<Size>
<CX>40</CX>
<CY>30</CY>
</Size>
<SpellGemDrawTemplate>
<Holder>A_SpellGemHolder</Holder>
<Background>A_SpellGemBackground</Background>
<Highlight>A_SpellGemHighlight</Highlight>
</SpellGemDrawTemplate>
<SpellIconOffsetX>5</SpellIconOffsetX>
<SpellIconOffsetY>0</SpellIconOffsetY>
</SpellGem>
This is the animation file settings.
<TextureInfo item = "gemicons01.tga">
<Size>
<CX>320</CX>
<CY>320</CY>
</Size>
</TextureInfo>
<TextureInfo item = "gemicons02.tga">
<Size>
<CX>320</CX>
<CY>320</CY>
</Size>
</TextureInfo>
<Ui2DAnimation item = "A_SpellGems">
<Cycle>false</Cycle>
<Grid>true</Grid>
<Vertical>false</Vertical>
<CellHeight>30</CellHeight>
<CellWidth>30</CellWidth>
<Frames>
<Texture>gemicons01.tga</Texture>
<Location>
<X>0</X>
<Y>0</Y>
</Location>
<Size>
<CX>320</CX>
<CY>320</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>
<Frames>
<Texture>gemicons02.tga</Texture>
<Location>
<X>0</X>
<Y>0</Y>
</Location>
<Size>
<CX>320</CX>
<CY>320</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>
</Ui2DAnimation>
I think what is confusing me is that I can see where it builds the gem but that part does not contain "A_SpellGems" So if I create a new definition for it in the castspellwnd how is it going to know how to use it instead? Id love to package this all in one file.
|
|
|
08-17-2002, 12:15 PM
|
#7
|
A Ghoul
Join Date: Aug 2002
Server: Bertoxxulous
Posts: 18
|
Can't get it working! :/
I don't think this works to be honest, unless I am doing something wrong.
see my thread in "General Help / Discussion" for info.
__________________
Krip.
Healers of Norrath,
Bertoxxulous.
|
|
|
10-18-2002, 08:09 PM
|
#8
|
A Treant
Join Date: Jul 2002
Posts: 22
|
Your barking up my tree if you want bigger spell gems...i spent some time messing with that...And if I'm right...can't remember learned programming junk so long ago...You can just decare all that junk all over again ...just sorta overwrite the other stuff...but then again...as i remember some programming languages dont like that....BEST BET though is to mod it in the EQanimations file THEN change all the names and copy any modded graphics to new names and change variables..basically make it a stand alone mod that relies only on itself. Personally working on changing my spell gem mod that i posted to be like that....
|
|
|
11-22-2002, 08:19 PM
|
#9
|
A Crystal Gargoyle
Join Date: Sep 2002
Server: Xev
Posts: 91
|
its sweet how much you people like to help. I am working on a vert 2.2 mod, well just redoing some of it to make it look more "rocky" I know it sounds strange but right now it looks great.
With the gifs and Jpegs how do you do the transpanancy thing? is it just the transparancy channel in GIFs? What color is it on a jpeg? I know they dont have channels like gifs, or tgas
|
|
|
11-22-2002, 08:25 PM
|
#10
|
Credendo Vides
Join Date: Jul 2002
Posts: 3,866
|
Quote:
Originally posted by weawen
With the gifs and Jpegs how do you do the transpanancy thing? is it just the transparancy channel in GIFs? What color is it on a jpeg? I know they dont have channels like gifs, or tgas
|
Try browsing through this forum. You will likely find a lot of the info you are looking for in there.
__________________
"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us
be loving, hopeful and optimistic. And we’ll change the world."
Co-Founder & Admin: MMOUI
FaceBook Profile, Page, Group
Avatar Image by RafM
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
|