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Old 05-05-2007, 09:28 AM   #1
shillingworth
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Default DoomPda - UI taht started as DoomPda Theme

Currently working on a UI based on my DoomPda window theme. The original idea came from playing with the Doom 3 UI system and slowly evolved into a EQUI.

Here's what I have so far:

Textures



Will post new screenshots in a little bit.

The Status bar is a second screen element in the Player Window, so to get the OOC timer over there I had to offset it enough to be under the status bar's background. Trying to figure out how to get a minimize box on just the status bar so that stats don't have to be displayed full time, but all attempts have failed short of giving it a title bar (which looked stupid).

The font's used were Echovoice and Alexis, most the letters were modified to remove the bolder look of the two (they were very similar to begin with). Next up window is the buff and song bars. Anyone who want's to play around with it can download it from the following link: D3_PDA.zip.
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Last edited by shillingworth : 08-16-2007 at 11:20 AM.
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Old 05-07-2007, 08:05 AM   #2
fenrian1
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Read my post about my petwindow here
http://www.eqinterface.com/forums/s...ead.php?t=18966
its a bit of a bastard code, but I doubt you would have any trouble putting it together to work for you.

Stuff looks really nice BTW
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Old 05-11-2007, 07:43 AM   #3
shillingworth
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Yeah I was trying that technique but it is weird. Without the titlebar it doesn't seem to be able to build the control structure for the buttons. But I prepped a test file to try another technique using some things with color theory and mathematical behavior of bitmapped images to hide the titlebar without destroying the screen structure of it.
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Old 05-11-2007, 01:57 PM   #4
myxiplx
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That's a very nice looking UI, love the look of the graphics. The stats bar in particular is stunning.
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Old 05-11-2007, 09:40 PM   #5
shillingworth
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So far I did away with all the fingers on the sides of the windows, made the borders look more like the chat windows to get it looking a tad more uniform. Also added a lip to the top bars of each window like the chat windows have in their borders in the edges. After I get everything repositioned in the stat window to fit the new dimensions (gotta add about 4 or 5 pixels to each vertical location), I am going to attempt a somewhat tricky buff window.

The buff window I am taking a strange approach to positioning each buff. I'll be encapsulating each buff button in it's own screen element, which will hopefully allow me to break them up to a custom position (instead of that goofy right to left stuff). Thinking something like a corner of the screen, a sort of L shape buff bar with an interlocking short duration buff bar.

I may have also stumbled blindly upon the solution to scaling UI's without any modification to EQ itself. The game seems to treat the entire UI as one large Screen control. The names of the pieces are hard coded unfortunately, but it works to my advantage so far. I was able to create multiple screen elements, each the size of the entire screen at a given resolution (tested it with a couple 4:3 ratios so far), and set the location of each one based on the current screen resolution of the user in the default ini.

Example:
Say you have the Screen element named SomeScreen in your UI. If you add an entry to defaults.ini like so:
Code:
[SomeScreen] XPos1280x1024=-1281 YPos1280x1024=-1025

It will be moved off screen when the resolution 1280x1024 is selected by the user.

From that bit of info you can actually create several copies of a screen element nested inside the master one for that xml file (of course this wouldn't work with certain ones due to inherit behaviour, like say the combat timer). But It would allow for a UI to be scaled to fit tricky resolutions, like say 800x600 compared to 1600x1200.

I'm not for sure if this was why it happened, perhaps I overlooked something simpler, but it very much so seems to be the case.
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Old 05-11-2007, 11:26 PM   #6
Serianna
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Hey if you want to see a way to make the buff window in a different way, check out the buff window that is in my upload of Egras, now they do go right to left, but they are easly set to go from left to right or hell any other way you could want. Each part (blank button, BW button, and BW Label) are all seperate elements in one file, Code snippet at bottem (Blank is the numerical shown in the buff bar when it is not in use, Lable is the Text shown for each buff when it is in use, and BW Button is the area with the Blue background and spell Icon.)

Egras set his buff window to have the 3 parts, the Default UI does not have this stuff so thats why Im suggesting taking a look at my buff window since you said you were thinking of something like this. No idea how he came up with it but it works lol, there may be an easyer way to do this though.

Doing the 3 element thing you could set the buffs to be in any location, in any order that you could imagine i assume. So I think your L shape idea is very possible with this approach.

First is blank buff (it has 0 through 24) each one shows a <Text> as 1 through 24. If i was to set this <location> as the <location> that 24 is shown in, and put 24 as the location of 0 it would partially fix everything to be sent to a left to right order.

Second is BW Label. This is the second thing that has a <location> that would be changed. This is again set 0 through 24, So set 0 to location of 24, and 24 to location of 0

Third item is BW Button. This would be the third and last thing, again it has <locations> to be changed. Basically you can change the decal size to be large or small (decals are the blue background buff icons) then change the locations to be anywhere you want, Egras had them stacked 3 tall each row, but im going to be making a add on of this buff window, but change it so they are all smaller and buff names are displayed below the buff. Again has 0 through 24, So set 0 to location of 24, and 24 to location of 0.

Hope this helps
Seri~

Blank Buff
Code:
<Button item="Blank_Buff_0"> <ScreenID>A_ScreenID</ScreenID> <RelativePosition>true</RelativePosition> <Location> <X>695</X> <Y>0</Y> </Location> <Size> <CX>100</CX> <CY>24</CY> </Size> <Style_VScroll>false</Style_VScroll> <Style_HScroll>false</Style_HScroll> <Style_Transparent>false</Style_Transparent> <Style_Checkbox>false</Style_Checkbox> <Text>1</Text> <TextColor> <R>185</R> <G>175</G> <B>125</B> <Alpha>255</Alpha> </TextColor> <ButtonDrawTemplate /> <Font>3</Font> </Button>


BW Label
Code:
<Label item="BW_Buff0_Label"> <ScreenID>BW_Buff0_Label</ScreenID> <Font>1</Font> <Text>Katta's Song of Sword Danging</Text> <TextColor> <R>255</R> <G>255</G> <B>255</B> </TextColor> <Size> <CX>70</CX> <CY>23</CY> </Size> <AlignCenter>true</AlignCenter> <TopAnchorToTop>False</TopAnchorToTop> <EQType>500</EQType> <Location> <X>729</X> <Y>0</Y> </Location> </Label>


BW Button
Code:
<Button item="BW_Buff0_Button"> <ScreenID>Buff0</ScreenID> <!--<Font>3</Font>--> <RelativePosition>true</RelativePosition> <Location> <X>695</X> <Y>0</Y> </Location> <Size> <CX>100</CX> <CY>24</CY> </Size> <Style_VScroll>false</Style_VScroll> <Style_HScroll>false</Style_HScroll> <Style_Transparent>false</Style_Transparent> <!--<TooltipReference/> --> <Style_Checkbox>false</Style_Checkbox> <!--<RadioGroup/> --> <ButtonDrawTemplate> <Normal>BlueIconBackground</Normal> <NormalDecal>BuffIcons</NormalDecal> </ButtonDrawTemplate> <!-- <SoundPressed/> <SoundUp/> <SoundFlyby/> --> <DecalOffset> <X>2</X> <Y>2</Y> </DecalOffset> <DecalSize> <CX>20</CX> <CY>20</CY> </DecalSize> </Button>
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Last edited by Serianna : 05-11-2007 at 11:31 PM.
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