If someone else figures out some stuff, please update the wiki page, and if you have a tutorial like actionlist reply to that thread or pm it to me and I'll add it to the first post(s)
No your not :) . I´ve read your tutorial. Found it very useful.
Some things I´ve found out:
If you add an Frame of the type=image you can choose the texture it should have with the <Texture val="YourTexture"/>. Furthermore if you want it to become a border, much like the dialog items (image) created with triggers, you can use <TextureType val="Border" layer="0"/>.
Here an example:
Could you possibly include on the wiki... all the names of the actuall xml files that you can import?
I see where you cover the paths they need to be located in but not the actual files. Can you possibly upload the Raw XML files to the site with thier current versions referenced.
I would be nice to have a link to the xml files so i can click it and look at them
Re the original post, yes, people are using this post 1.2 and your tutorial is appreciated :) At first I started trying to remove frames that I didn't want, and was baffled by the crashes. Your tutorial and demo files helped get me unstuck, and I'm sure others too.
As for useful wiki information, I think something that probably confuses most people is simply which element corresponds to what. A graphical breakdown of which elements in the UI files correspond to which element of which dialog would probably help people identify the elements they're looking to move/remove. Would be a bit of a hassle to fully document that, but in addition to what you already have, it seems the next most useful thing you could document.
But my problem is, I want to have it just as a mask behind the minimap etc without beeing attached to a specific template.
The second problem is, where the heck do I get the GameUIData.xml?
And I'm also not quiet sure about the trigge, guess it's something like create a dialog with x/y blabla then hiding it's background and then show something ^^
So it would be just awesome if someone can explain me how I get this working step by step so that a noob like me understand it :D
Thanks so far
Thanks so far, guess I will do it like you said ...
But whats the path of the picture then? I imported it but thats all, so it's in no specific folder :o
Shall I import it in the same folder where the sc2layout files are lying and whats with this GameUIData.xml? Where is it and what do I have to do with it?
Thanks :)
€dit:
OK, I've downloaded a mpqeditor and found the GameUIData.xml, added '<CustomLayoutFileArray value="ui_02.dds"/> after the Dflt entry and nothing changed as far as I can see it :o
Correct so far? What's next :D
ps. I just wrote this out from memory. it can contain values that are incorrect.
it should generate an image which positions itself accordingly to the minimap.
This is placed inside a SC2Layout file which you then import into your map
After you've imported it and saved the map you go to the data editor to the Game UI Data type. then at the Dflt entry, at the fields scroll down until you see Custom Layout File. there add the just imported SC2Layout file to the list. and remove your ui_02.dds
I'll see if I have some time to generate the correct code but I probably won't have it. :(
Oh, now I just realized someone answered :D
Thanks m8, but got it working, I just replaced the gas icon (I don't need it) and changed its position as well as its size. I tried doing a simple plane in 3ds max with my texture on it and replacing the original ui what didn't work, so I went this way...
So as you can see in this video it worked fine but now after the patch everything is destroyed, thx blizz -.-
Am I the only one who has taken a look at the SC2Layout files since the patch?
(This I can't believe)
Currently adding stuff using wikiCreole here:
http://wiki.sc2mapster.com/galaxy/import/layout/
Also updating the manual as I figure out more stuff here:
http://forums.sc2mapster.com/resources/tutorials/17193-sc2layout-files-how-to-adjust-them/
If someone else figures out some stuff, please update the wiki page, and if you have a tutorial like actionlist reply to that thread or pm it to me and I'll add it to the first post(s)
No your not :) . I´ve read your tutorial. Found it very useful.
Some things I´ve found out:
If you add an Frame of the type=image you can choose the texture it should have with the <Texture val="YourTexture"/>. Furthermore if you want it to become a border, much like the dialog items (image) created with triggers, you can use <TextureType val="Border" layer="0"/>. Here an example:
I have not found a reference yet for all available textures which makes the whole process a little tiresome.
@Helral: Go
Nice work glad you saw my response on your Tutorial you were making....
But the wiki page your editing seems to have less information on it......
You should leave up any Urls to forums topics up so people can browse to discussions on the subject.
such as the original link I had put up linking to your tutorial
anyways thanx for the work ... Ive been reading up on it. havent had a chance to mess around with the layout files though
@SouLCarveRR: Go
the tutorial link is still there. just need to make it more obvious I guess.
Could you possibly include on the wiki... all the names of the actuall xml files that you can import?
I see where you cover the paths they need to be located in but not the actual files. Can you possibly upload the Raw XML files to the site with thier current versions referenced.
I would be nice to have a link to the xml files so i can click it and look at them
I created a list of all the SC2Layout files on the older wiki, i'll move it over to the updated side.
@SouLCarveRR: Go
if someone could take their time to place http://static.sc2mapster.com/content/attachments/11/940/UI.rar unzipped at the wiki, then you have what you want. UI.rar contains all up to date SC2Layout files that are listed inside UI/Layout/UI
@Helral: Go
Thought about that but sixen said he was gonna update it with something he worked up..
This was from a while ago (not Beta, it was Retail, but a while ago).
UI Related Files
.SC2Style
.SC2Layout
.otf/.ttf (Font)
@Sixen: Go
are the *.SC2Layout files all xml documents that can be modified now?
Yup. The .SC2Style is also XML and is where it sets the fonts. The .otf's are font files that can be replaced.
Re the original post, yes, people are using this post 1.2 and your tutorial is appreciated :) At first I started trying to remove frames that I didn't want, and was baffled by the crashes. Your tutorial and demo files helped get me unstuck, and I'm sure others too.
As for useful wiki information, I think something that probably confuses most people is simply which element corresponds to what. A graphical breakdown of which elements in the UI files correspond to which element of which dialog would probably help people identify the elements they're looking to move/remove. Would be a bit of a hassle to fully document that, but in addition to what you already have, it seems the next most useful thing you could document.
@sdragoon7: Go
People are free to add documenation to the list of the files I have put up on the wiki.
Hay guys, another question :D
After completely changing the UI I want to have a new Console Panel but not on the bottom, I want to have it on the right side. But tbH I don't have a single Idea how it works. It's a new graphic and I tried to do it like it's written here http://forums.sc2mapster.com/resources/tutorials/17193-sc2layout-files-how-to-adjust-them/#posts
But my problem is, I want to have it just as a mask behind the minimap etc without beeing attached to a specific template. The second problem is, where the heck do I get the GameUIData.xml? And I'm also not quiet sure about the trigge, guess it's something like create a dialog with x/y blabla then hiding it's background and then show something ^^
So it would be just awesome if someone can explain me how I get this working step by step so that a noob like me understand it :D Thanks so far
@RoAdRuNnNeR: Go
why not attach it to the minimap? or just reposition the old bottom one to the side and replace it's image?
@Helral: Go
Thanks so far, guess I will do it like you said ... But whats the path of the picture then? I imported it but thats all, so it's in no specific folder :o Shall I import it in the same folder where the sc2layout files are lying and whats with this GameUIData.xml? Where is it and what do I have to do with it?
Thanks :)
€dit: OK, I've downloaded a mpqeditor and found the GameUIData.xml, added '<CustomLayoutFileArray value="ui_02.dds"/> after the Dflt entry and nothing changed as far as I can see it :o Correct so far? What's next :D
@RoAdRuNnNeR: Go
Been a bit busy, just now got a little bit of spare time to reply.
so off to point 1: nope that is wrong :)
you will need something like this:
ps. I just wrote this out from memory. it can contain values that are incorrect.
it should generate an image which positions itself accordingly to the minimap.
This is placed inside a SC2Layout file which you then import into your map
After you've imported it and saved the map you go to the data editor to the Game UI Data type. then at the Dflt entry, at the fields scroll down until you see Custom Layout File. there add the just imported SC2Layout file to the list. and remove your ui_02.dds
I'll see if I have some time to generate the correct code but I probably won't have it. :(
Oh, now I just realized someone answered :D Thanks m8, but got it working, I just replaced the gas icon (I don't need it) and changed its position as well as its size. I tried doing a simple plane in 3ds max with my texture on it and replacing the original ui what didn't work, so I went this way... So as you can see in this video it worked fine but now after the patch everything is destroyed, thx blizz -.-
However, thanks for your time :)
For everyone who wonders how to create a "I´m always open" inventory, see here:
http://forums.sc2mapster.com/general/wiki-discussion/20160-custom-inventory-tutorial-6-slots-always-open/
nice post thanks for it