Hot Key Button texture TGA file
Which window piece TGA file has the texture of the Buttons on our Hot Bars?
I'm only wanting to change the button texture, not the border, not the bar etc .. just the buttons themselves to a dark solid texture so my hot button names really stand out. Is this even possible? Will it have to be completely different Hot Bars? Thank you. |
its window_pieces06 & 07
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You can just make your own hot buttons texture and rename the button templates to whatever you want. Example =
<Ui2DAnimation item = "Mak_player_button_normal"> <Cycle>false</Cycle> <Frames> <Texture>Makaplayer.tga</Texture> <Location> <X>96</X> <Y>224</Y> </Location> <Size> <CX>23</CX> <CY>23</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "Mak_player_button_pressed"> <Cycle>false</Cycle> <Frames> <Texture>Makaplayer.tga</Texture> <Location> <X>119</X> <Y>224</Y> </Location> <Size> <CX>23</CX> <CY>23</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "Mak_player_button_flyby"> <Cycle>false</Cycle> <Frames> <Texture>Makaplayer.tga</Texture> <Location> <X>142</X> <Y>224</Y> </Location> <Size> <CX>23</CX> <CY>23</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "Mak_player_button_pressed_flyby"> <Cycle>false</Cycle> <Frames> <Texture>Makaplayer.tga</Texture> <Location> <X>166</X> <Y>224</Y> </Location> <Size> <CX>23</CX> <CY>23</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "Mak_player_button_disabled"> <Cycle>false</Cycle> <Frames> <Texture>Makaplayer.tga</Texture> <Location> <X>188</X> <Y>224</Y> </Location> <Size> <CX>23</CX> <CY>23</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> And you define it as a button template like so <ButtonDrawTemplate> <Normal>Mak_player_button_normal</Normal> <Pressed>Mak_player_button_pressed</Pressed> <Flyby>Mak_player_button_flyby</Flyby> <Disabled>Mak_player_button_disabled</Disabled> <PressedFlyby>Mak_player_button_pressed_flyby</PressedFlyby> </ButtonDrawTemplate> It works better doing it this way incase they ever have to update those window pieces file . Then you wont ever end up missing what they changed till you reedit the file to add in the changes they made. |
Thank you both :)
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Will this work for the buff window and how?
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I wanted to set something up like that for the buff window, problem is i have no idea what inside the buff window is what I want to edit. I tried a few times by playing with some of the code here but I can't stop it from loading default. I want to use the ol buff texture that comes with the geddine buff windows but doesn't work anymore. I want to do this without editing an animations file or other eq default pieces files.
I have the buff window and buff.tga texture i want to use all ready, just don't know how to incorporate it. I posted a start to what I want already by adding scroll bars but I am on a mission to fix the texture issue now. My progress so far is posted at; http://www.eqinterface.com/download...nfo.php?id=6324. I'll attach the file and texture here though. Can anyone help me figure this out? I posted last year about the same thing but the explanation and example they gave me was using a different window and I couldn't apply it to this window. Now since everything about textures and buttons has changed (Hopefully for the better) I need help figuring it out. I had to attach the texture as a .bmp, im hoping we can make it so the finished product uses a .tga for lower memory use. Thanks for any help you can give. |
add this into your Buffs file then go to your file and at the bottom of your Buffs.xml where it says <DrawTemplate>WDT_Rounded</DrawTemplate> change to <DrawTemplate>WDT_Buffs</DrawTemplate>
Code:
Hal |
not working for me. thinking of something else.
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What I'm trying to describe is the individual buff background, Each buff is blue/yellow/red depending on what kind of buff/debuff it is. the long color behind the buff names. Is there any way to make it use the buff texture I provided above for that? It has the red/blue/yellow bar inside it but I want to know if it's possible to use it without editing the animations file.
This is what it used to make the buff window look like. http://www.eqinterface.com/download...hp?id=10695&t=1 I uploaded a picture of it also in case you can't click the link or don't want to. |
I think you are going to find that what you want to do is not going to be possible. The Blue, Red and Yellow backgrounds are defined in the animations file as RedIconBackground, BlueIconBackground, and YellowIconBackground. You may already know this. However, the reference to those 3 animations inside the buffwindow and shortdurationbuffwindow is implicit, as in hardcoded. So, you won't have a choice as to what animation is used to change the color from red, blue and yellow. Of course, you can customize the animation to display what you want, but that requires editing the animations file.
What you could do though, is basically what is being suggested above. You create a custom button draw template (added into your custom buff window), and the texture/imgae it uses is the pattern from Geddine's buff window, but in a neutral color (like light grey). Then, when the hardcoded red,blue,yellow happen, it 'tints' your texture with the proper color. I've never done that in the buff window, but I have done it in the target window with the con color. |
Ok, well maybe I'll try that.
I guess I could give it a try, I still don't get it to work how she put it. Maybe I was putting the texture into the wrong part of the UI piece. there's like the small buttons area, then the label area, then the label numbers.. so confused. I am probably just going to leave it alone if I can't do it.
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ok then use this instead change the window_pieces to match whatever your icon is on and then adjust the loc and size till it pulls it.
Code:
HAL <--------- P.S. its a him not a her |
Sorry Hal, haha I didn't realize. Thanks for the animations help.
I'm still having issues and would like to ask some more questions about the changes that need to be made.
These are the snippets I've edited so far, I've also gone back and downloaded some older versions where the buff texture was still working and they had provided an animations file. I copied exactly what the size/locs were for the texture and in game I'm getting a blank texture behind the buff. I'm thinking it's because I am using a smaller version of the original and the textures are too big, so I simply matched up how big the current buff space is with how big I want it to grab from the image file. I'm probably not doing something right still because I can't get it to pull up the images. I've tried editing the animations file to put the size as 123x12 and 104x12 to match my window's size markers but nothing is working. Is there anything in the buff window itself I have to change? I'm also not sure why the new code says <template>BDT_BlueBuff</Template> I've tried changing that to buff.tga, blueiconbackground, etc. and it just messes the window up and won't load. Hoping you can help me see what I'm doing wrong. This is from the EQUI_Animations.xml window... Code:
This is the code for the first button/buff of the window. Code:
Just for reference here is the old buff window xml snippet and the old animations file info. their sizes were a lot bigger. Old Buff window snippet.. Code:
Old animations snippet... Code:
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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:
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 |
still confused, the UI seems to be pulling blanks still.
This is my Animations.xml
Code:
This is my Buff window XML Code:
It's frustrating at this point because it should be pulling the textures, I put the call points exactly as they were in the original and I checked them with GIMP. It's pulling no texture so I decided to test something. I opened the Window_Pieces06.tga and copied it, made it longer on the bottom so I could past in my image. then I defined the call points based on the new image file which I named window_Pieces06.tga so normal EQ stuff and my window would use the same piece. What I got was fking retarded, My hot keys started displaying the blue/red/yellow bars all over the place, and other textures that didn't belong in the hot keys. So in a way, I was getting it to work but in a different window. Why I can't seem to make it work for the buff window is the mystery. Things are being done differently in the XML now. I went all the way back, scrapped the new window pieces file and tried to set it up like you said, it still pulls a blank texture. Putting the Ui2DAnimation code inside the buff window doesn't work. It causes default to load, any changes I've made to buff window just cause the UI to not load. By all accounts it should be looking into buff.bmp and pulling 0x0 for blue, 0x22 for red and 0x44 for yellow. Why it's not doing that, is clearly beyond me and I'm not going to crack open a whole XML book, because it won't tell me why EQ XML is retarded. I need real answers from people who know what is going on in EQ XML. When it comes to just simply adding a texture, all hell breaks loose and it's the one thing I can't make work, go figure. |
ok first are you going to use a custom animations file or are you going to just make custom animations in the buffs window?easiest way to get what you want is leave everything as default had it...now open window pieces six and replace the yellow blue and red in the window pieces with yours. keep it simple if you start making too many changes you get lost in confusion...the above is the simplest way. the weird images from your experiment were probably due to the fact you made the .tga larger but didnt change it in set increments in the Animations folder..remember when resizing must go in increments x2
if using a custom animations file just change the below Code:
change the window pieces to whatever yours is, change the location , change the size,(do this for all three red, blue, yellow) and should be good to go. if not zip it all up and post it here and ill mess with it later hal |
quick question about the size.
Thanks hal and others who kept prodding me. I finally decided why not take another look through the other animations file and then the equi_Animations file. I was missing a simple line of code at the top but I found it in the old animations file which is why I couldn't figure it out before. looking at the default animations there was no defining buff texture at the top. You have to define in the animations file the texture you want to use at the top as well as down near buff icon code.
This is the code I pasted into the new animations file. Code:
Everything appears to be working now, At least the blue buffs are showing up, I'm probably going to see some yellow/red debuff textures showing up soon enough. Thanks for dealing with me, I am pretty thick sometimes. After I make sure it's working 100% I'll update the main file for everyone to download. You said if I make the TGA window pieces 6 bigger to incorporate my image also, it needs to double? say it's 600 x 600 I have to make it 1200 x 1200 or just 1200 x 600? I just wanted to make it longer because the texture I was using is quite large and didn't fit inside the default window pieces tga without overlapping other junk. I also don't know where to put the UI2DAnimations code inside the buff window if that's what you're recommending. I tried pasting it above everything, that didn't let me load the ui, then I pasted it into the area just before where all the buff button code starts but under the; <?xml version="1.0" encoding="us-ascii"?> <XML ID="EQInterfaceDefinitionLanguage"> <Schema xmlns="EverQuestData" xmlns:dt="EverQuestDataTypes"/> and still not having any luck, maybe it's because i was trying to use a custom animations file and past that into the buff window itself. Either way, i am still getting a blank texture but I haven't tried what you recommended yet. I have however been trying to use my own texture and only editing the animations file which has still got me loading a blank texture. I'll play around with it again soon and if I still have bad luck I'll come beg for help again lol. If you want to d/l the stuff and play with it the files are all up on my first post. |
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