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Old 07-28-2002, 07:05 AM   #1
comtesse
A Ghoul
 
Join Date: Jul 2002
Posts: 10
Question tesxture help

im trying to make a texture immage similar to the parchment look in the spell book or from the old windowed chat background, and as of yet i have yet to get any thing bot a solid white background.

i am using photoshop 5 to do the editing of the graphics any sugestion on how to get the colors to work, also if im needing to do some xml coding where is this located?

thanks
comtesse
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Old 07-29-2002, 03:17 PM   #2
Faeriemage
A Snow Griffin
 
Join Date: Jul 2002
Server: Zebuxoruk
Posts: 55
Post

First off are you trying to gat a screen shot? If so are you using the "take a screen shot" or printscreen. The only one of these two that works is "take a screen shot" default the - on your tenkey pad.

If you are not haveing a problem here, make sure you are saving the file as a TGA in 24bit color uncompressed.

Next you either need to replace existing files, not recommended, or add lines to the EQUI_Animations.xml file. Here is where you will name the image for internal use. Then it is just a matter of using the internal name of the file in your XML file for the window you are working on.

Example script from the EQUI_Animations File
Code:
<TextureInfo item = "window_pieces01.tga"> <Size> <CX>256</CX> <CY>256</CY> </Size> </TextureInfo>


This is pretty self explanitory but I will decifer it anyway.

Code:
<TextureInfo item = "window_pieces01.tga">

The filename. File will need to be in the same directory as you are editing
Code:
<Size> <CX>256</CX> <CY>256</CY> </Size>

The size of the file in pixels.
Code:
</TextureInfo>

Used to tell EQ there is no more information to get about this texture.
Code:
<!-- Gauge Parts --> <Ui2DAnimation item = "A_GaugeBackground"> <Cycle>true</Cycle> <Frames> <Texture>window_pieces01.tga</Texture> <Location> <X>110</X> <Y>10</Y> </Location> <Size> <CX>100</CX> <CY>8</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> <Duration>1000</Duration> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "A_GaugeFill"> <Cycle>true</Cycle> <Frames> <Texture>window_pieces01.tga</Texture> <Location> <X>110</X> <Y>20</Y> </Location> <Size> <CX>100</CX> <CY>8</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> <Duration>1000</Duration> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "A_GaugeLines"> <Cycle>true</Cycle> <Frames> <Texture>window_pieces01.tga</Texture> <Location> <X>110</X> <Y>30</Y> </Location> <Size> <CX>100</CX> <CY>8</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> <Duration>1000</Duration> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "A_GaugeLinesFill"> <Cycle>true</Cycle> <Frames> <Texture>window_pieces01.tga</Texture> <Location> <X>110</X> <Y>40</Y> </Location> <Size> <CX>100</CX> <CY>8</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> <Duration>1000</Duration> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "A_GaugeEndCapLeft"> <Cycle>true</Cycle> <Frames> <Texture>window_pieces01.tga</Texture> <Location> <X>216</X> <Y>20</Y> </Location> <Size> <CX>4</CX> <CY>8</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> <Duration>1000</Duration> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "A_GaugeEndCapRight"> <Cycle>true</Cycle> <Frames> <Texture>window_pieces01.tga</Texture> <Location> <X>212</X> <Y>10</Y> </Location> <Size> <CX>4</CX> <CY>8</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> <Duration>1000</Duration> </Frames> </Ui2DAnimation>

This is an example of a so called Ui2DAnimation from the same file. It is not necessarily an animation as you will come to see from this example.
Code:
<!-- Gauge Parts -->

This is a comment and not necessary. Help though to find items in long files quickly.
Code:
<Cycle>true</Cycle>

This will remain true for most of your items. This just tells EQ that you want it to be animated.
Code:
<Frames>

Open brace for the frames section. This defines what each cell of animation will look like. This example onle has one cell of animation for each name, but that does not limit you, and if you wanted to make an animated Gauge it would be possible. Take a look under <!--Class Animations--> for examples of how to make an animation.
Code:
<Texture>window_pieces01.tga</Texture>

This references the TextureInfo we defined above. That means we will be taking the image for this frame from the file named above. You must have a texture defined for the file you are using or you will crash EQ when you try to load your skin.
Code:
<Location> <X>216</X> <Y>20</Y> </Location>

This is the X,Y coordinate of the upper left corner of your image
Code:
<Size> <CX>100</CX> <CY>8</CY> </Size>

This is the size of your image. It will count from the upper left to the lower right. An image editor that gives you the size of a select box will speed this up immensly.
Code:
<Hotspot> <X>0</X> <Y>0</Y> </Hotspot>

Usefull for specifying the poin on a cursor that will be the select point. Not used for anything else.
Code:
<Duration>1000</Duration>

This is how long that an image will display before it goes on to the next frame. 1000 is default for single cell animations.
Code:
</Frames>

Closes this cell, telling EQ that the information for the cell is complete.
Code:
</Ui2DAnimation>

Closes the animation telling EQ that the animation is complete.

You will notice that there are more animations listed in the copied text. That is because the type Gauge requires animations for the following items:

GaugeBackground
GaugeFill
GaugeLines
GaugeLinesFill
GuageEndCapLeft
GaugeEndCapRight

Hope this helped.

Last edited by Faeriemage : 07-29-2002 at 04:27 PM.
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