I'm currently trying to make a custom border for the default minimap, so I want to have the minimap render on top of a dialog panel. Currently the only way I have found to do this is by setting the render type of the border image to HDR. However, this causes the border to look faded. Is there any other way to either force the minimap dialog to the front or force an image/panel dialog to the back?
Left side the border looks good, but rendering order causes the blue overlay. Right side rendering order is good, but border is faded.
The only other thing I can think of doing would be to stitch 4 separate border images together around the minimap, but that would be much more tedious to modify and I'm wanting to do the same thing for the command card.
The source of issue comes from "Create dialog item" - it creates the dialog within the global container (that's my guess since i can't see that part in your triggers). You want to create that border image within the MinimapPanel container.
If you wish to stick to triggers, the following should work:
Hook the UIContainer/ConsoleUIContainer/MinimapPanel panel and create border image within it as a child dialog.
The rest goes the same, just remove the layer swaping to HDR - that's a workaround you don't need here. http://peeeq.de/gui.php?id=3771
I love ice escapes. I look forward to your creation :D
Uh. Actually i was addressing completely other issue than you've described. So you can forget about the above - my bad there.
The problem is within the image you are using. It's filled with that blue overlay and kind of enforces it. While most of the border image don't have any filling. I'm not sure if you can workaround it somehow, without editing the image itself.
Edited the previous image to better show how I had set things up. I didn't think to try making the image within the minimap panel itself, but sadly this doesn't seem to have any affect even with the Set Render Priority action.
Looks like I'll either have to change the image or use the tedious workaround of 4 separate panels for each edge. Not ideal but perfectly doable. Thanks much for the help anyway, hope to have something fun to play soon.
I'm currently trying to make a custom border for the default minimap, so I want to have the minimap render on top of a dialog panel. Currently the only way I have found to do this is by setting the render type of the border image to HDR. However, this causes the border to look faded. Is there any other way to either force the minimap dialog to the front or force an image/panel dialog to the back?
Left side the border looks good, but rendering order causes the blue overlay. Right side rendering order is good, but border is faded.
The only other thing I can think of doing would be to stitch 4 separate border images together around the minimap, but that would be much more tedious to modify and I'm wanting to do the same thing for the command card.
I'm not sure what's wrong with your setup cause you didin't provide any snippets of your code.
But that's what works for me:
btw. Is that ice escape you are making here? :)
I'm attempting to do everything from the trigger editor. The only thing different between the above two images is the line chaning render type.
And yes, I'm working on an Ice Escape.
@ZMilla93: Go
The source of issue comes from "Create dialog item" - it creates the dialog within the global container (that's my guess since i can't see that part in your triggers). You want to create that border image within the MinimapPanel container.
If you wish to stick to triggers, the following should work:
Hook the UIContainer/ConsoleUIContainer/MinimapPanel panel and create border image within it as a child dialog. The rest goes the same, just remove the layer swaping to HDR - that's a workaround you don't need here.
http://peeeq.de/gui.php?id=3771
I love ice escapes. I look forward to your creation :D
Uh. Actually i was addressing completely other issue than you've described. So you can forget about the above - my bad there.
The problem is within the image you are using. It's filled with that blue overlay and kind of enforces it. While most of the border image don't have any filling. I'm not sure if you can workaround it somehow, without editing the image itself.
Edited the previous image to better show how I had set things up. I didn't think to try making the image within the minimap panel itself, but sadly this doesn't seem to have any affect even with the Set Render Priority action.
Looks like I'll either have to change the image or use the tedious workaround of 4 separate panels for each edge. Not ideal but perfectly doable. Thanks much for the help anyway, hope to have something fun to play soon.