07-30-2002, 04:32 PM
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#1
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A Ghoul
Join Date: Jul 2002
Posts: 10
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Need Help with Spell Gem Window, plz
I finally found pretty much everything that I could find that I would want in a UI and downloaded it, but there are a couple of problems.
These are the things I was looking for and added:
1. Buff window with descriptive names
2. Small hotkey buttons
3. Old Style Inventory
4. Smaller Spell Book
5. Streamline Window Select Bar
6. Group Window w/ percentage values
7. Extra long target window
8. Comprehensive window for my gauges and stats
Here are the problems:
1. Stats appear fine in my Comprehensive Window, but not on my inventory screen
2. Spell Bar is not correctly displaying spell icons
I can live without the stats appearing in my inventory screen since they appear in my personal stat/gauge window, but the spell bar is a pretty big problem.
Here are screenshots:
Screenshot No. 1
Screenshot No. 2
Screenshot No. 3
Here's the zipped file:
My Zipped UI
If someone could help solve this problem and post a fix here, I'd greatly appreciate it!
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07-30-2002, 06:15 PM
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#2
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A Snow Griffin
Join Date: Jul 2002
Server: Zebuxoruk
Posts: 55
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One of your problems is easy to fix. The other is not. The first problem you had is a known bug with the stats and will be fixed in the next patch.
The problem with your spell window is that there was a change to the spell icons when the UI went live. Replace EQUI_CastSpellWnd.xml and EQUI_Animations.xml with the files from your default. If replacing EQUI_Animations.xml messes up a mod then the person who made the mod is a dufus and will need to fix his mod before you will be able to use it.
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07-30-2002, 08:47 PM
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#3
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A Ghoul
Join Date: Jul 2002
Posts: 10
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Thanks for replying. Apparently, there is some sort of problem with one of the mods, because when I followed your suggestions, that skin will no longer load; it loads the default skin instead. I'm not really sure how to fix these problems. Maybe I'll try one mod at a time, and that might help me pinpoint the problem area better. I wish I could understand xml, but, alas, it's over my head.
Thanks for your help, and if you have any other suggestions, I'd be happy to try them out!
Thanks again!
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07-31-2002, 12:34 AM
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#4
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A Ghoul
Join Date: Jul 2002
Posts: 10
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I tracked the problem to Geddine's Target Window. /sigh
I really liked that extra long target window, too.
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07-31-2002, 03:46 AM
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#5
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A Tundra Mammoth
Join Date: Jul 2002
Posts: 68
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I'm looking through Geddine's Animation.xml file to figure out the problem. Still haven't pinpointed it, but I'm still learning all the tags myself.
__________________
---Wolfran Funkenstein, 56 Barbarian Shaman, Drinal
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07-31-2002, 05:52 AM
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#6
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A Tundra Mammoth
Join Date: Jul 2002
Posts: 68
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Found it!
Okay...Instead of using the UI_Animations.xml file included in Geddine's zip file, use the default one. Just add the following lines to the <texture info> list:
Quote:
<TextureInfo item = "target.tga">
<Size>
<CX>512</CX>
<CY>64</CY>
</Size>
</TextureInfo>
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You also want to add the following:
Quote:
<!-- Target Gauge Parts -->
<Ui2DAnimation item = "A_TargetGaugeBackground">
<Cycle>true</Cycle>
<Frames>
<Texture>target.tga</Texture>
<Location>
<X>0</X>
<Y>0</Y>
</Location>
<Size>
<CX>400</CX>
<CY>8</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item = "A_TargetGaugeFill">
<Cycle>true</Cycle>
<Frames>
<Texture>target.tga</Texture>
<Location>
<X>0</X>
<Y>10</Y>
</Location>
<Size>
<CX>400</CX>
<CY>8</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item = "A_TargetGaugeLines">
<Cycle>true</Cycle>
<Frames>
<Texture>target.tga</Texture>
<Location>
<X>0</X>
<Y>20</Y>
</Location>
<Size>
<CX>400</CX>
<CY>8</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>
</Ui2DAnimation>
<Ui2DAnimation item = "A_TargetGaugeLinesFill">
<Cycle>true</Cycle>
<Frames>
<Texture>target.tga</Texture>
<Location>
<X>0</X>
<Y>30</Y>
</Location>
<Size>
<CX>400</CX>
<CY>8</CY>
</Size>
<Hotspot>
<X>0</X>
<Y>0</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>
</Ui2DAnimation>
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From what I understand, these can be added anywhere in to file. As I said...still learning.
Last edited by Wolfran : 07-31-2002 at 06:08 AM.
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07-31-2002, 07:13 AM
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#7
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A Ghoul
Join Date: Jul 2002
Server: Vazaelle
Posts: 14
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Thanks, Wolfran...only problem is, although I can edit the file np, it is converted to .txt when I save it. Do I need something special to save it as an XML file? (Complete XML dummy here)
__________________
Colphax
The Lost Ranger
Vazaelle
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07-31-2002, 11:43 AM
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#8
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A Ghoul
Join Date: Jul 2002
Posts: 10
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Thanks, Wolfran! I would have never figured that out.
I tried to open the default Animations file with Notepad, but it is too large.
Would it be possible for you to perform the revisions that you mentioned in your earlier post and reply with a link to that file, zipped up?
Or if you could suggest an editor, that would be great, too!
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07-31-2002, 03:04 PM
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#9
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A Ghoul
Join Date: Jul 2002
Posts: 10
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WOOT! Your suggested changes worked and I now have my extra long target window back! Thank you, thank you!
Incidentally, I was able to revise the Animations file with WordPad.
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07-31-2002, 05:25 PM
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#10
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A Tundra Mammoth
Join Date: Jul 2002
Posts: 68
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I'll post the fixed Geddine target bar on my post title Geddine in this forum. I'm also emailing the fix to Geddine. I'd post the file now, but I'm at work.
I think he simply included the UI_Animation.xml file from his UI that included changes made for some other spell gem change. This in turn broke the spell gems for anyone that didn't make the same spell gem change he did.
If that makes any sense.
*edit* BTW...I use Dreamweaver 4.0 to edit the XML. Most any up-to-date HTML editor has at least limited XML support.
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