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Old 10-18-2002, 03:34 PM   #5
Cormanth
A Shissar Defiler
 
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Join Date: Aug 2002
Server: Zebuxoruk
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Yes, the size must be within the size of the window you are working on. If your window is 256x256 then your animation can't be any larger than 256x256. Well, it can, but parts of it will run off the edge of the window and won't show.

Just keep these in mind when it comes to size:

'<Size>' in the Texture Info refers to the actual size of the graphics file you are loading from.

'<Size>' in the UiD2Animation refers to the size of the image you are loading from that file. The file may be 256x256 but the image may only be 200x170 pixels.

'<Size>' in thr StaticAnimation again refers to the size of the image itself... this should be the same as the size in the UiD2animation.

You cannot declare or define something twice. It get's confused and tells you that you have a duplicate item. This causes it to revert to the default UI. If the animation is already defined in another file, you will either have to edit that file, or create a totally new animation (in your own file or the file you're working on), give it a new name, and then use that new animation in the item you're working with.

Now, there are some things this does not work with. Some animations are coded one way and only work that way (this is called hard coding). For instance, the buff icons in your buff window, and the spell icons in your spell book both use the same animation which is already defined in the Animations file. You can change those animations, but you cannot make the buff icons or spell icons use a different animation. (kind of a pain in the arse if you ask me)

-Cormanth
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