How do I slim down my code for an item?
Whats the bare minimum code for calling up a graphic as an item?
Here is what I have as an item. Code:
No I am curious, I was going to use a cut an paste like - Code:
What in here is extra?Seems to me like I could just use- Code:
Would this work? I am using a 6*6 corner piece located at 0/0. Do I even need the <AlignCenter>? I am trying to minimize the code as much as possible and this would help a ton. |
Try it and see? if not just put it back the way it was..
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a coder after my own heart :p
I've come up with a new way to write a ful XML document, it really saves room on the harddrive and ram without sacraficing code buff window original size 26.6Kbs compressed buff window size 22.5Kbs *full buff window code* Code:
now this wont make to much difference in many windows but when you get into the EQUI_Animations file it makes a ton of difference.. took 134.4Kbs out of mine. |
The reason I haven't tried it is because I work on them at wor....I mean I am not at a computer where I can load EQ.
Maybe someone can post a snippet of code they use for the label item for a graphic file? Thats what I need really. A self wrote one without all the extra's. Thanks if ya can. |
I'm not sure, are you trying to use a graphic as text?
here is the minimum I think you need, if I understand what you are wanting to do <TextureInfo item="dj_pw.tga"> <Size> <CX>256</CX> <CY>256</CY> </Size> </TextureInfo> <Ui2DAnimation item="dj_Window"> <Frames> <Texture>dj_pw.tga</Texture> <Location> <X>0</X> <Y>0</Y> </Location> <Size> <CX>6</CX> <CY>6</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> <StaticAnimation item="dj_Static"> <--- StaticAnimation not allways needed <ScreenID>dj_static</ScreenID> <RelativePosition>true</RelativePosition> <Location> <X>0</X> <Y>0</Y> </Location> <Size> <CX>6</CX> <CY>6</CY> </Size> <Animation>dj_Window</Animation> </StaticAnimation> |
Could you do something for me?
First show me the code to declare the djpw.tga to be used then seperate the portion of the code that calls 0/0 and size of 6/6? I can't seem to get it to work. |
this declares the texture to be used
Code:
this calls for the location in the texture and the size to be used Code:
this is the code you use to actually appear in your UI, it can be used to call for custom buttons, and custom just about everything. Code:
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Thanks you so much! I had it all messed up! Your a life saver.
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I can't seem to get it. Here's what I have.
http://webpages.charter.net/dragonriderknights/djpw.zip I get an error everytime. Where do I find my error log to se what I have done wrong? Essentially what it is is a border with four corners for the player window. Any more help is appreciated. |
Quote:
UIErrors.Txt updates every time you load the UI and shows whatever went wrong , from using the default files to any errors in a spcific window. |
Man, it looks so easy ROFL.
The only errors I get are that I didn't define playertitle and playerlevel. An accidental cut and paste error. I delete those altogether from being called up, and I get a player window with no borders. No errors. Nothing. So here I define the .tga Code:
Then I define the upper left corner( CornerUL) Code:
then I define how to use the upper left corner(CornerUL) Code:
Then I call it in the window Code:
I obviously am only giving you relevant code I think. Cant get the borders or corners to show up at all. A corner sized 6/6 should be easily visible right? Should be a little less than half my text which is 15 tall. See anything out of place? Does it matter in which order you list your <pieces>? |
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