Is there any way to get the custom colors to work again? Since 2.4 in general the /icehud IceHUD -> Colors page has not been working at all for me (I make the changes but it does not update the actual font strings).
To clarify - I actually have my bars all invisible, I only use the text. For instance, playerHP has Lower Text set to blank and Upper Text set to [PercentHP:Round] - that tag no longer wants to use the colors I've given the mod. However, if I make it [PercentHP:Round:HPColor] it at least does the green/yellow/red gradient. I just want it to go back to using my custom color gradient as the entire rest of my UI uses the same blue/gray scheme.
For some reason I can not click item links in any window other than the "main" window. I like to keep my "loot" messages in the combat log (which I pull off to the right side of my screen, leaving chat on the left) - but with Prat enabled I can no longer click item links from that second window. Disabling the mod restores that functionality.
Could be something in the latest version; I don't recall removing it from my Fubar but it is no longer there (and I started having trouble clicking loot when I have the loot window justified to the right for some reason now).
This is what I do. I enable visor gui. I click the grab button and hover it over the bar or frame I want...in your case if I get the button not the bar...I hit the "get parent" button. Tah Dah. Now I have the name of what I want and enter that as the parent for my eepanel.
Probable not the slickest way, but its a way I figured out and works for me.
Awesome tip, thank you very much! I've been trying to link eePanels to my action bars but have been unable to get the right frame name.
I would imagine so, but the full addon hasn't been uploaded so I can't really test it to see. Just glancing over the code it doesn't seem like there is any functionality to spawn new blocks for new independent tags though. But yea - I hadn't noticed that in the first page, hopefully it gets worked on :-D
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
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?
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.
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)
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.
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.
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To clarify - I actually have my bars all invisible, I only use the text. For instance, playerHP has Lower Text set to blank and Upper Text set to [PercentHP:Round] - that tag no longer wants to use the colors I've given the mod. However, if I make it [PercentHP:Round:HPColor] it at least does the green/yellow/red gradient. I just want it to go back to using my custom color gradient as the entire rest of my UI uses the same blue/gray scheme.
Thanks in advance for any pointers!
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Awesome tip, thank you very much! I've been trying to link eePanels to my action bars but have been unable to get the right frame name.
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<3 :-D
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I would imagine so, but the full addon hasn't been uploaded so I can't really test it to see. Just glancing over the code it doesn't seem like there is any functionality to spawn new blocks for new independent tags though. But yea - I hadn't noticed that in the first page, hopefully it gets worked on :-D
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For instance - a module that lets you create any number of new "blocks" where you can just input a dogtag string to display inside the bocks?
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Thanks in advance!
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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?
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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.
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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
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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.
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Oh, thank you very much for the tip!
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Loving it so far though, just can't get it aligned well at the moment.