just wondering if you did the color edit via the /script or editing the texture in a graphics program?
Look at function frame:SetBackdropBorderColor() and frame.tfade:SetGradientAlpha() in oSkin:applySkin() function. Just change the values to what you want, its Red, Green, Blue, Alpha.
(bug: scroll bars are not showing up in rep- and skillframes ver. 9738)
Working as intended. The ScrollBar textures don't fit in. As of now I don't have a real solution for them so their alpha is set to 0 making them transparent. However you can still use the mouse wheel to scroll up and down the bars.
Here is how i did it. I put this code in a new lua file on oSkin dir and added it to toc file. I dont know if there is a better way... my lua skills are very limited.
I made a new .lua file copying and pasting the above code, then saved it as "BottomUI.lua". Then I added it to the .toc file by typing in "BottomUI.lua" after "MacroFrame.lua" or whatever. Argh, I don't even know what I'm doing. :(
I made a frame that is behind my chat and buttons and crap with oSkin looks.
Here is how i did it. I put this code in a new lua file on oSkin dir and added it to toc file. I dont know if there is a better way... my lua skills are very limited.
Here is how i did it. I put this code in a new lua file on oSkin dir and added it to toc file. I dont know if there is a better way... my lua skills are very limited.
I made a new .lua file copying and pasting the above code, then saved it as "BottomUI.lua". Then I added it to the .toc file by typing in "BottomUI.lua" after "MacroFrame.lua" or whatever. Argh, I don't even know what I'm doing. :(
If it doesnt throw any errors in your face i have no idea whats wrong. :-/ Looks like Lanacan got it working.
Thank you Nickenyfiken, i pasted your code and it works pretily well ^^
I have another question for you please, as i didn't find it ... what lines did you modify to change color to blue ?
Now, as requests please, i would like to see:
Shortcuts frame
MasterControlProgram frame
Lootlink Linkview frame
A Castbar using oSkin look
Dont hate me, i think those could be added too, just dont know if it's easy to do:
Banker frame
Npc sellers frame
Mailto frame
Spellbook frame
AH frame
Btw, all blizz frames should be added lol.
I stop, my post is useless :p
Thank you Haste for this great idea ^^
It seems everybody love it :)
Not sure how much stuff was changed on the default UI but this might help speed up some of those reskinning ;p
The difference between that and oSkin is that T.King is an artist and has replaced the textures with his own custom created Textures. We're not artists (at least I'm not) and everything oSkin alters is done through LUA API.
So the blue value of the color is increased to .8 from .5... just some more blue.
But it looks like the code is prepared to change the colors ingame and saved in DB. But you have to ask devs (haste & co) about this one. But for now this may be the only way.
I just relog my char after trying to understand how to create my own "plugins" for different frames (i didn't understand how, btw ....)
But seeing my chat frames, i realised there's someting i would really love:
Modifying chatframes titles frames (the ones with the frame title) the way the "character tabs" have been tweaked ....
This could give an option to have really nice buttons to switch between the different windows ^^
I didn't like how you so drastically changed the group loot frames, so I did a bit of tweaking to them, look a bit more normal but still retain the new skin for them:
local _G = getfenv(0)
function oSkin:GroupLootFrame()
local f = GameFontNormalSmall:GetFont()
for i=1,NUM_GROUP_LOOT_FRAMES do
_G["GroupLootFrame"..i]:SetHeight(50)
_G["GroupLootFrame"..i]:SetWidth(225)
_G["GroupLootFrame"..i.."SlotTexture"]:SetHeight(48)
_G["GroupLootFrame"..i.."SlotTexture"]:SetWidth(48)
_G["GroupLootFrame"..i.."SlotTexture"]:ClearAllPoints()
_G["GroupLootFrame"..i.."SlotTexture"]:SetPoint("LEFT", _G["GroupLootFrame"..i], "LEFT", 2, 0)
_G["GroupLootFrame"..i.."NameFrame"]:ClearAllPoints()
_G["GroupLootFrame"..i.."NameFrame"]:SetPoint("TOPLEFT", _G["GroupLootFrame"..i.."SlotTexture"], "TOPRIGHT", 0, -8)
_G["GroupLootFrame"..i.."NameFrame"]:SetHeight(32)
_G["GroupLootFrame"..i.."Name"]:ClearAllPoints()
_G["GroupLootFrame"..i.."Name"]:SetPoint("LEFT", _G["GroupLootFrame"..i.."NameFrame"], "LEFT", 3, 6)
_G["GroupLootFrame"..i.."Name"]:SetHeight(32)
_G["GroupLootFrame"..i.."Name"]:SetFont(f, 10)
_G["GroupLootFrame"..i.."Corner"]:Hide()
_G["GroupLootFrame"..i.."PassButton"]:SetHeight(24)
_G["GroupLootFrame"..i.."PassButton"]:SetWidth(24)
_G["GroupLootFrame"..i.."PassButton"]:ClearAllPoints()
_G["GroupLootFrame"..i.."PassButton"]:SetPoint("TOPRIGHT", _G["GroupLootFrame"..i], "TOPRIGHT", -1, 0)
_G["GroupLootFrame"..i.."GreedButton"]:SetHeight(20)
_G["GroupLootFrame"..i.."GreedButton"]:SetWidth(20)
_G["GroupLootFrame"..i.."GreedButton"]:ClearAllPoints()
_G["GroupLootFrame"..i.."GreedButton"]:SetPoint("RIGHT", _G["GroupLootFrame"..i.."PassButton"], "LEFT", 2, -8)
_G["GroupLootFrame"..i.."RollButton"]:SetHeight(20)
_G["GroupLootFrame"..i.."RollButton"]:SetWidth(20)
_G["GroupLootFrame"..i.."RollButton"]:ClearAllPoints()
_G["GroupLootFrame"..i.."RollButton"]:SetPoint("RIGHT", _G["GroupLootFrame"..i.."GreedButton"], "LEFT", 0, 0)
_G["GroupLootFrame"..i.."IconFrameIcon"]:ClearAllPoints()
_G["GroupLootFrame"..i.."IconFrameIcon"]:SetPoint("CENTER", _G["GroupLootFrame"..i.."SlotTexture"], "CENTER", 0, 0)
_G["GroupLootFrame"..i.."IconFrameIcon"]:SetHeight(28)
_G["GroupLootFrame"..i.."IconFrameIcon"]:SetWidth(28)
_G["GroupLootFrame"..i.."IconFrameIcon"]:SetAlpha(1)
_G["GroupLootFrame"..i.."IconFrame"]:ClearAllPoints()
_G["GroupLootFrame"..i.."IconFrame"]:SetPoint("CENTER", _G["GroupLootFrame"..i.."SlotTexture"], "CENTER", 0, 0)
_G["GroupLootFrame"..i.."IconFrame"]:SetHeight(28)
_G["GroupLootFrame"..i.."IconFrame"]:SetWidth(28)
_G["GroupLootFrame"..i.."Timer"]:ClearAllPoints()
_G["GroupLootFrame"..i.."Timer"]:SetPoint("TOPLEFT", _G["GroupLootFrame"..i.."NameFrame"], "BOTTOMLEFT", 0, 8)
_G["GroupLootFrame"..i.."Timer"]:SetStatusBarTexture("Interface\\AddOns\\oSkin\\textures\\glaze")
self:applySkin(_G["GroupLootFrame"..i])
end
end
function oSkin:GroupLootFrame_OnShow()
local texture, name, count, quality, bindOnPickUp = GetLootRollItemInfo(this.rollID)
_G["GroupLootFrame"..this:GetID().."IconFrameIcon"]:SetTexture(texture)
_G["GroupLootFrame"..this:GetID().."Name"]:SetText(name)
local color = ITEM_QUALITY_COLORS[quality]
_G["GroupLootFrame"..this:GetID().."Name"]:SetTextColor(color.r, color.g, color.b)
end
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Ludwig!
just wondering if you did the color edit via the /script or editing the texture in a graphics program?
Would like to see bagnon and banknon skinned also :)
Thanks! :-)
Look at function frame:SetBackdropBorderColor() and frame.tfade:SetGradientAlpha() in oSkin:applySkin() function. Just change the values to what you want, its Red, Green, Blue, Alpha.
Scroll wheel works... doh, i didn't try that. ;)
keep up the good work!
Argh, the code didn't work. :(
I made a new .lua file copying and pasting the above code, then saved it as "BottomUI.lua". Then I added it to the .toc file by typing in "BottomUI.lua" after "MacroFrame.lua" or whatever. Argh, I don't even know what I'm doing. :(
EDIT: Updated to use my new applySkin() function change.
Looks rather funky with it
Nice, tried it out and it was a tad too dark for me. If I wasn't playing on a lapto with only a 15" widescreen i'd definately use this.
Oh and the blue tint is sweet!
If it doesnt throw any errors in your face i have no idea whats wrong. :-/ Looks like Lanacan got it working.
Edit: The loot window is a touch small though.
I have another question for you please, as i didn't find it ... what lines did you modify to change color to blue ?
Now, as requests please, i would like to see:
Shortcuts frame
MasterControlProgram frame
Lootlink Linkview frame
A Castbar using oSkin look
Dont hate me, i think those could be added too, just dont know if it's easy to do:
Banker frame
Npc sellers frame
Mailto frame
Spellbook frame
AH frame
Btw, all blizz frames should be added lol.
I stop, my post is useless :p
Thank you Haste for this great idea ^^
It seems everybody love it :)
Not sure how much stuff was changed on the default UI but this might help speed up some of those reskinning ;p
The difference between that and oSkin is that T.King is an artist and has replaced the textures with his own custom created Textures. We're not artists (at least I'm not) and everything oSkin alters is done through LUA API.
Edit: Another request. Can someone skin the outfitter window?
Change these lines in function oSkin:applySkin() in core.lua
to
and
to
So the blue value of the color is increased to .8 from .5... just some more blue.
But it looks like the code is prepared to change the colors ingame and saved in DB. But you have to ask devs (haste & co) about this one. But for now this may be the only way.
But seeing my chat frames, i realised there's someting i would really love:
Modifying chatframes titles frames (the ones with the frame title) the way the "character tabs" have been tweaked ....
This could give an option to have really nice buttons to switch between the different windows ^^
I hope anybody understood what i mean 8)
Quick edit: thank you again Nick ^^
Going to pick up my new computer will commit shortly after I return!