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Old 03-03-2003, 05:29 PM   #1
Anaeia
A Fire Beetle
 
Join Date: Feb 2003
Posts: 2
Question Q: Adding Mouse Pointers into equi_animations.xml

Anaeia as become better at XML! (1). I'm really really new to all of this, but i have a question about mouse pointers. What i have been trying to do is write in the coding for some unique pointers i have seen around here into an existing custom UI. Being as these pointers have re-written code in the equi_animations.xml, that file has to be edited.

Here's what i have tried: adding a new texture info item so that the new tga is seen.

<TextureInfo item = "mypointer.tga">
<Size>
<CX>256</CX>
<CY>256</CY>
</Size>
</TextureInfo>

next i went to <Ui2DAnimation item="A_DefaultCursor">

and added in the code written by the pointers' creators (note: i've tried a few of them):

<Ui2DAnimation item = "A_DefaultCursor">
<Cycle>true</Cycle>
<Frames>
<Texture>mypointer.tga</Texture>
<Location>
<X>0</X>
<Y>0</Y>
</Location>
<Size>
<CX>32</CX>
<CY>32</CY>
</Size>
<Hotspot>
<X>4</X>
<Y>3</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>

Ok, so the problem i am having is, while these pointers work in the default UI, they disappear when the custom UI is loaded. there's a "ghost" of a mouse when drug across a window area, but otherwise they are invisible. What did i miss?

Ana
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Old 03-03-2003, 06:38 PM   #2
Anaeia
A Fire Beetle
 
Join Date: Feb 2003
Posts: 2
Default

ok i missed something. aparently the name of my tga had to be mouse. I'm not sure if this is required for all UIs, but it seems to be for Vert. just changing the tga name and making <TextureInfo item = "mouse.tga"> in the EQUI_Animations.xml did the trick.
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