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  #11  
Old 12-20-2010, 09:34 AM
Savok Savok is offline
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I was going to work on this today but you already did some of the xml code [You must be logged in to view images. Log in or Register.]

Points to remember:

1. Hotbutton and cast spell window gems are always the same size. The icon info is pulled from the spellgems code in the Animations.xml.
2. The spellgem locations can be offset in each xml window with the SpellIconOffset tag.
3. The backgrounds would need to be redrawn to match their new size and their code changed in the castspellwnd.xml file.

Basically, although its possible to do I would just stick with the standard size (unless you want to redraw a ton of files).
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  #12  
Old 12-20-2010, 09:44 AM
Savok Savok is offline
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This is how I was going to do the spell gem issue. The spellgems in the gemiconsXXX.tga files and animations window are set to 24x24. I would keep this info the same and just redraw the backgrounds to be say 40x40 but with a 8x8 border so that it looks right - the gem would be the same size but the button would be bigger if that makes sense. The code for the cast window would look like this:

Code:
<SpellGem item="CSPW_Spell0">
    <ScreenID>CSPW_Spell0</ScreenID>
    <RelativePosition>true</RelativePosition>
    <Location>
      <X>4</X>
      <Y>4</Y>
    </Location>
    <Size>
      <CX>40</CX>
      <CY>40</CY>
    </Size>
    <SpellGemDrawTemplate>
      <Holder>My_SpellGemHolder</Holder>
      <Background>My_SpellGemBackground</Background>
      <Highlight>My_SpellGemHighlight</Highlight>
    </SpellGemDrawTemplate>
    <SpellIconOffsetX>8</SpellIconOffsetX>
    <SpellIconOffsetY>8</SpellIconOffsetY>
  </SpellGem>
To get an idea of what I mean I did the opposite in my UI. The casting window has 24x24 gems with a 2 border while the hotbutton spellgems are 40x40 with a 8 size border. The 'gems' always remain 24x24 to match the size of the gemiconsXX.tga files and animations code.

The gems could sit in a background of 24x24, 32x32, 36x36 or whatever looks good to you, so long as the gems themselves remain 24x24 and the offset is corrected to match. The gemholder code would also need to change to match as well. I you want rectangular gemslots you can do that as well but again just set the offsets correctly (40x28 holder would have a X8 Y2 offset), the spell gem itself would still be 24x24.
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Last edited by Savok; 12-20-2010 at 09:48 AM..
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  #13  
Old 12-20-2010, 09:52 AM
Savok Savok is offline
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The last option is to resize the actual gemiconXXX.tga icons bigger than 24x24 and change the spellgem UIanimation in the EQUI_Animations.xml file but you would also have to redraw all 150+ icons in the same current order as well as the alpha channel etc. Also you would have to redo all of the hotbuttons in the hotbutton.xml file to match the new size...

You can see an example of this in the 1a option download for the titanium default UI where it uses Velious spellgems. You can see the gems are a different size (34x28 iirc) and the hotbutton spellgem holders changed to match.
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  #14  
Old 12-20-2010, 11:30 AM
MiRo2 MiRo2 is offline
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I most certainly agree that making the borders would be the easiest, and probably cleanest looking option. I might try to edit the the icons just to see how long it might take to simply resize all of them, but the quality of the icons would certainly not be as clean. I take it that the spell gems are declared in the the following code and that changing cell height and width changes the size of what it draws from?

Code:
	<Ui2DAnimation item="A_SpellGems">
		<Cycle>false</Cycle>
		<Grid>true</Grid>
		<Vertical>false</Vertical>
		<CellHeight>24</CellHeight>
		<CellWidth>24</CellWidth>
		<Frames>
			<Texture>gemicons01.tga</Texture>
			<Location>
				<X>0</X>
				<Y>0</Y>
			</Location>
			<Size>
				<CX>256</CX>
				<CY>256</CY>
			</Size>
			<Hotspot>
				<X>0</X>
				<Y>0</Y>
			</Hotspot>
			<Duration>1000</Duration>
		</Frames>
Any progress I make will be tomorrow morning, as I'm about to head to sleep.
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  #15  
Old 12-20-2010, 11:54 AM
karsten karsten is offline
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one of the things I also wanted to re-affirm is the fact that simply changing the files, although it will probably look right, messes with some of the other files in this particular UI. So, for example, simply replacing the spellbar file with the default UI one completely messes up the entire bottom bar of the HaeldarUI. Changes will have to be done in some way such that the integrity of the bottom stat bar is preserved--
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  #16  
Old 12-20-2010, 12:48 PM
Yak Yak is offline
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I love the customization of the EQ UI. I can't think of another MMO with this in depths customization. I also think it's great how the community is there to help each other out. Kudos to you all!
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  #17  
Old 12-20-2010, 01:24 PM
Savok Savok is offline
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Quote:
Originally Posted by MiRo2 [You must be logged in to view images. Log in or Register.]
I most certainly agree that making the borders would be the easiest, and probably cleanest looking option. I might try to edit the the icons just to see how long it might take to simply resize all of them, but the quality of the icons would certainly not be as clean. I take it that the spell gems are declared in the the following code and that changing cell height and width changes the size of what it draws from?

Code:
	<Ui2DAnimation item="A_SpellGems">
		<Cycle>false</Cycle>
		<Grid>true</Grid>
		<Vertical>false</Vertical>
		<CellHeight>24</CellHeight>
		<CellWidth>24</CellWidth>
		<Frames>
			<Texture>gemicons01.tga</Texture>
			<Location>
				<X>0</X>
				<Y>0</Y>
			</Location>
			<Size>
				<CX>256</CX>
				<CY>256</CY>
			</Size>
			<Hotspot>
				<X>0</X>
				<Y>0</Y>
			</Hotspot>
			<Duration>1000</Duration>
		</Frames>
Any progress I make will be tomorrow morning, as I'm about to head to sleep.
Correct. I have pretty much finished with the updated target/player/casting window already. Let me know how you get on with the spellgems and if you need help.
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  #18  
Old 12-20-2010, 01:28 PM
Savok Savok is offline
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OK this zip will fix the player window so that the casting and target gauges no longer appear. It also gives you floating target and casting windows that you can place anywhere you like (maybe stack the casting and target windows over the central text box?).

Remember, neither of these windows appear until you either target someone or cast a spell.

Let me know if this is what you want, or if you need them bigger etc.
Attached Files
File Type: zip karsten.zip (22.2 KB, 3 views)
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  #19  
Old 12-20-2010, 01:29 PM
Savok Savok is offline
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When editing the button templates remember that you also need to see the casting color of the buff (red, purple, yellow etc) so you know if the spell is beniftial, detrimental etc.
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  #20  
Old 12-20-2010, 10:16 PM
MiRo2 MiRo2 is offline
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Well, I'm stuck again [You must be logged in to view images. Log in or Register.]

So just for a temporary fix I resized the GemIcons01/02/03 by 50%, changed the EQUI_Animations to draw from them with their new sizes (384x384), and made the cell height/width to 36. The updates from everything but the GemIcons0X work. I have tried putting the new files in both the custom UI folder, and the default one. The only thing I can think of is that its not drawing from these files but from somewhere else [You must be logged in to view images. Log in or Register.]

[You must be logged in to view images. Log in or Register.]

The GemIcons0X.tga were too big for me to zip and attach, but I literally just resized the image to 384x384 with the intent of testing it out, and possibly going back and reducing the buff icons and pasting them individually over the gem icons.
Attached Files
File Type: zip Haeldar.zip (4.6 KB, 9 views)
File Type: zip EQUI_CastSpellWnd.zip (1.2 KB, 4 views)
File Type: zip EQUI_Animations.zip (8.4 KB, 3 views)
Last edited by MiRo2; 12-20-2010 at 10:24 PM..
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