Maybe I have something misconfigured but when I hit a keybinding for an ability my Health/Power along with Target Health/Power bars will flash; Is there any way to keep this from happening?
Can you please provide more information? Your class and ability you use would be enough. Thank you.
Edit: Generally, if your bar(s) flashes red that usually means that ability failed due to some condition (no target/mana/combo point/cooldown).
Can you please provide more information? Your class and ability you use would be enough. Thank you.
Warrior, any ability on my action bars (Using Bartender2 atm) such as Bloodthirst or Whirlwind for example will cause the Hud Bars to "Flash" upon keypress.
I don't quite follow you. Please correct me, if I'm wrong: You want to scale individual buttons in buff and debuff containers that was applied by you? And other's (de)buffs should remain small? Don't you think that it will looks ugly?
no for example x-perl and sage have this function.
in x-perl you set the with and heigth for the debuffs and the display looks like that
-----
I need to prove to myselft that it will not look ugly :) Give me a little time with it :)
take your time :D
i think it don't will look ugly if the size is double of the rest of the debuffs
i see alot of people request this feature for pitbull and aguf
A way to manually type in position values would be awesome; having trouble getting my bars to line up well (as the slider jumps like 12-13 units at a time).
Loving it so far though, just can't get it aligned well at the moment.
A way to manually type in position values would be awesome; having trouble getting my bars to line up well (as the slider jumps like 12-13 units at a time).
Loving it so far though, just can't get it aligned well at the moment.
They don't appear to be, but all the values and editable. Just click the numbers.
i like the free move and textinput more then these x and y slider.. it is easier if you try something complete new..
i try to make a horizontal layout but it is really uncomfortable :(
I didn't have that luxury with MetaHUD either, so it definitely isn't something I cannot live without - it's just something I've always wanted to see. I don't know how vertical bar's work, but if it would be possible to use SharedMedia's textures as well that would be awesome (not sure if it is as easy as "use texture X, rotate -90 degrees" or not, but I'm going to assume that's not possible).
Playing around with some TGA's right now to make it look like BantoBars - I'll take a screenshot and upload it if I get it to look good.
Attached is how it looks so far (the bantobars). I managed to get the bars to look correct at the default UI-scale, and if the bars are set to 256 height and 32 width.
If I make the .tga's any other size then my bars have no graphic (as if they were not there at all). Could anyone point me to the correct lua/xml file I would have to edit to make bars of a different size/point to different .tga's? Ideally I'd like to be able to make two different sized bars (one for the taller bars, and one for the smaller pet-bar's) at the exact dimension I want them to be (to avoid the pixel border from looking stretched/disappearing).
Think I found the area which would need to be edited to set a new size for the tga's (Style_Meta.lua)
Alright, got it to look pretty good without editing the Style_Meta.lua file even.
Attached is a screenshot of how it looks in game, and the 3 files I had to replace to get the bantobar texture working.
As far as in-game settings go, I have UI-Scale set as low as possible (I think it's around .64 - but it's definitely all the way down) - resolution is 1680x1050.
Vance, here is the short description of metastyle table values.
Each metastyle is an entry in table metaStyles. Entry key (like VerticalLarge) is an internal style identifier. Entry content consists of the human-readable style name (a "title" field) and two tables: config and elements.
config table is used to setup default bar size. It's values are copied into bar settings when this style is selected. Allowed entries in this table are: width, height, scale (0..1), x, y, strata, level (frame level).
elements table describes textures that form visual appearance. Any number of entries allowed in this table, but metastyle engine uses three predefined element names: "statusbar", "castingbar" and "background".
"statusbar" texture is the texture that is used to paint "primary" value: health, power, threat, whatever. The element with this name MUST present in style or else you'll end up with nasty errors :)
If style contains element named "castingbar" then this style supports casting bars and "Casting bar" option will be enabled in configuration dialog.
Element named "background" is a temporary stub - it's special name is special only until I'll decide what to do next with metastyles :) for now, if there is a texture that is turned on and off when "Show background" checkbox checked or unchecked in style settings page.
All elements use identical structure. Here is a list of entris to element table with description:
texture - self explanatory. Path to texture file that is used to paint this element.
layer - texture layer, for z-ordering
blend - texture blend mode. Possible values are "BLEND" or "ADD"
color - color that will be used to paint texture in form { r, g, b, a }
useBarColor - non-nil/false value tells engine to use primary color to color texture. primary color is a color submitted by provider.
useCastingColor - non-nil/false value tells engine to use casting color to color texture. only works when style supports casting bar.
points - possible values are "true" or table with anchor entries. Defines the anchoring of the texture inside the bar. True value means "texture must occupy the whole bar region". Entries are in format { <texture point>, <bar point>, x-offset, y-offset }, so { "BOTTOM", "BOTTOM", 0, 3 } means "Anchor texture's bottom to the bottom of the bar with zero horizontal offset and 3px up vertical offset".
gaps - defines gaps inside the texture. used by engine to determine which part of the texture to use. Usually gaps are offsets between some side of the texture to the first "useful" pixel. gaps values are in form { top, bottom, left, right }
Vance, I do recommend you to rename media files to be something like Vance-X-Y.tga and make a separate entry in metaStyles table. Just copy VerticalLarge definition and change paths to the files, style identifier (from VerticalLarge to something else) as well as title. This way there will be no problems with versioning and updates.
Maybe I should implement some API to register metastyles from outside?
Thank you for the explanation!
I managed to get it defined as my own style just fine, and restored the default style so I can quickly toggle between the two :-D
This is my first time tinkering with a wow mod of any sort really, so I definitely appreciate the help. When you say outside registration of metastyles, do you mean something along the lines of users being able to make their own .lua files to easily share layouts? If so that definitely sounds like a neat idea.
EDIT:
I also have another question, this one isn't exactly specific for this mod though. When creating/editing a texture for use in a UI-mod, is there any way to make it pixel-perfect in size when you load it into the game if you use a scaled UI? I always end up with textures that look messed up a bit (scaled weird). I doubt it, but it would be nice :-D (problem I remember having way back in the discord days, last time I did any texture editing/importing).
For instance: my screen resolution is 1680x1050. I want the bars to use say, 32x180 pixels total on my screen. Is there a way to make a 32x180 texture and import it in the game and make it actually appear exactly that size instead of scaled one way or the other?
Did a bit of research, seems impossible to get a texture directly from photoshop and have it look exactly the same in-game - the edges/scale always gets messed up by a little I guess. I love pixel borders, but I guess it's something I'll have to live without in WoW :-D
Vance, that was MY problem once I've decided to make Vertical (small) style. Setting blend mode to BLEND helps a little bit, but not much. I'm trying to do some research now, maybe I'll come up with something.
As of registration - yes, I have couple of ideas on how to make style-sharing easy.
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Can you please provide more information? Your class and ability you use would be enough. Thank you.
Edit: Generally, if your bar(s) flashes red that usually means that ability failed due to some condition (no target/mana/combo point/cooldown).
Warrior, any ability on my action bars (Using Bartender2 atm) such as Bloodthirst or Whirlwind for example will cause the Hud Bars to "Flash" upon keypress.
no for example x-perl and sage have this function.
in x-perl you set the with and heigth for the debuffs and the display looks like that
-----
yeah that what i want :D
see the screenshots
the settings window from x-perl
take your time :D
i think it don't will look ugly if the size is double of the rest of the debuffs
i see alot of people request this feature for pitbull and aguf
Loving it so far though, just can't get it aligned well at the moment.
They don't appear to be, but all the values and editable. Just click the numbers.
Oh, thank you very much for the tip!
i try to make a horizontal layout but it is really uncomfortable :(
I didn't have that luxury with MetaHUD either, so it definitely isn't something I cannot live without - it's just something I've always wanted to see. I don't know how vertical bar's work, but if it would be possible to use SharedMedia's textures as well that would be awesome (not sure if it is as easy as "use texture X, rotate -90 degrees" or not, but I'm going to assume that's not possible).
Playing around with some TGA's right now to make it look like BantoBars - I'll take a screenshot and upload it if I get it to look good.
If I make the .tga's any other size then my bars have no graphic (as if they were not there at all). Could anyone point me to the correct lua/xml file I would have to edit to make bars of a different size/point to different .tga's? Ideally I'd like to be able to make two different sized bars (one for the taller bars, and one for the smaller pet-bar's) at the exact dimension I want them to be (to avoid the pixel border from looking stretched/disappearing).
Think I found the area which would need to be edited to set a new size for the tga's (Style_Meta.lua)
No idea how I would go about making a "new" style though (instead of editing the default) - so for now I'll just hack up the default one :-D
Attached is a screenshot of how it looks in game, and the 3 files I had to replace to get the bantobar texture working.
As far as in-game settings go, I have UI-Scale set as low as possible (I think it's around .64 - but it's definitely all the way down) - resolution is 1680x1050.
PlayerHealth is:
X: -365
Y: -138
Width: 65
Height: 301
Scale: .64
Had to play around with it to find an X/Y and size values that made the pixel border look right.
Each metastyle is an entry in table metaStyles. Entry key (like VerticalLarge) is an internal style identifier. Entry content consists of the human-readable style name (a "title" field) and two tables: config and elements.
config table is used to setup default bar size. It's values are copied into bar settings when this style is selected. Allowed entries in this table are: width, height, scale (0..1), x, y, strata, level (frame level).
elements table describes textures that form visual appearance. Any number of entries allowed in this table, but metastyle engine uses three predefined element names: "statusbar", "castingbar" and "background".
"statusbar" texture is the texture that is used to paint "primary" value: health, power, threat, whatever. The element with this name MUST present in style or else you'll end up with nasty errors :)
If style contains element named "castingbar" then this style supports casting bars and "Casting bar" option will be enabled in configuration dialog.
Element named "background" is a temporary stub - it's special name is special only until I'll decide what to do next with metastyles :) for now, if there is a texture that is turned on and off when "Show background" checkbox checked or unchecked in style settings page.
All elements use identical structure. Here is a list of entris to element table with description:
texture - self explanatory. Path to texture file that is used to paint this element.
layer - texture layer, for z-ordering
blend - texture blend mode. Possible values are "BLEND" or "ADD"
color - color that will be used to paint texture in form { r, g, b, a }
useBarColor - non-nil/false value tells engine to use primary color to color texture. primary color is a color submitted by provider.
useCastingColor - non-nil/false value tells engine to use casting color to color texture. only works when style supports casting bar.
points - possible values are "true" or table with anchor entries. Defines the anchoring of the texture inside the bar. True value means "texture must occupy the whole bar region". Entries are in format { <texture point>, <bar point>, x-offset, y-offset }, so { "BOTTOM", "BOTTOM", 0, 3 } means "Anchor texture's bottom to the bottom of the bar with zero horizontal offset and 3px up vertical offset".
gaps - defines gaps inside the texture. used by engine to determine which part of the texture to use. Usually gaps are offsets between some side of the texture to the first "useful" pixel. gaps values are in form { top, bottom, left, right }
Maybe I should implement some API to register metastyles from outside?
I managed to get it defined as my own style just fine, and restored the default style so I can quickly toggle between the two :-D
This is my first time tinkering with a wow mod of any sort really, so I definitely appreciate the help. When you say outside registration of metastyles, do you mean something along the lines of users being able to make their own .lua files to easily share layouts? If so that definitely sounds like a neat idea.
EDIT:
I also have another question, this one isn't exactly specific for this mod though. When creating/editing a texture for use in a UI-mod, is there any way to make it pixel-perfect in size when you load it into the game if you use a scaled UI? I always end up with textures that look messed up a bit (scaled weird). I doubt it, but it would be nice :-D (problem I remember having way back in the discord days, last time I did any texture editing/importing).
For instance: my screen resolution is 1680x1050. I want the bars to use say, 32x180 pixels total on my screen. Is there a way to make a 32x180 texture and import it in the game and make it actually appear exactly that size instead of scaled one way or the other?
just marking to keep an eye on.
As of registration - yes, I have couple of ideas on how to make style-sharing easy.