ok here goes...first you need to understand what things are doing and thenm you will understand why. at the top of your buff window you should list
Code:
<Ui2DAnimation item="BlueIconBackground">
<Cycle>true</Cycle>
<Frames>
<Texture>buff.tga</Texture>
<Location>
<X>0</X>
<Y>0</Y>
</Location>
<Size>
<CX>123</CX>
<CY>12</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item="RedIconBackground">
<Cycle>true</Cycle>
<Frames>
<Texture>buff.tga</Texture>
<Location>
<X>0</X>
<Y>22</Y>
</Location>
<Size>
<CX>123</CX>
<CY>12</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item="YellowIconBackground">
<Cycle>true</Cycle>
<Frames>
<Texture>buff.tga</Texture>
<Location>
<X>0</X>
<Y>44</Y>
</Location>
<Size>
<CX>123</CX>
<CY>12</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>
</Ui2DAnimation>
now what this does is tells the program where to look to find this texture....you can use any editor program such as gimp to open the .tga file and use the ruler to locate the top left corner...this your location to start <Location>
<X>0</X>
<Y>44</Y>
</Location>
then move to the bottom right corner and take tha location subtract from first and that gets your size
<Size>
<CX>123</CX>
<CY>12</CY>
</Size>
dont change these to match what you want that will be done in the actual xml
as for the BDT_bluebuff that is hardcoded and the program will grab the correct color for its need as long as you have it declared correctly above..
the rest looks ok as long as you fix the animations call points it will work.
Hal