Bah, i surrender...
so same 2 questions -
2) how to make changes in not GameUIOverride files?
like <frame name='someframe' file='MinimapPanel'>
example line: GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneUnit/EquipmentPanel
this is with file="GameUI"
but not all the info is there, follow this:
in the GameUI the following bit is located: "GameUI/UIContainer/ConsoleUIContainer/InfoPanel"
in the InfoPanel the following bit is located: "InfoPanelTemplate/InfoPaneUnit"
in the InfoPaneUnit the following bit is located: "InfoPaneUnitTemplate/EquipmentPanel"
when combining this into 1 name scrap al the templates in between. so : "GameUI/UIContainer/ConsoleUIContainer/InfoPanel"+"/InfoPaneUnit"+"/EquipmentPanel".
also you can name the file whatever you want. as long as you give it the .SC2Layout extension and include it in the data editor.
I would say this replacing method that we now have to use lets us loose a lot of overhead. I like it :)
I currently have one problem though, concerning anchors. Since not mentioning them means keeping them, how do I get rid of them?
Example; an image has a "left" and a "buttom" anchor by deafault but I really have to use "left" and "top". Just adding the "top" will let me end up having "top" and "bottom" and will therefore center vertically.
I know you can solve this example by just using "bottom" with offset, but in some more complex situations, this doesn't work.
I would say this replacing method that we now have to use lets us loose a lot of overhead. I like it :)
I currently have one problem though, concerning anchors. Since not mentioning them means keeping them, how do I get rid of them?
Example; an image has a "left" and a "buttom" anchor by deafault but I really have to use "left" and "top". Just adding the "top" will let me end up having "top" and "bottom" and will therefore center vertically.
I know you can solve this example by just using "bottom" with offset, but in some more complex situations, this doesn't work.
I have a, hopefully, simple question for the UI gurus. I want to change the button borders (normal and hover) for the Command Card Buttons. I've been stumbling around it for a while, trying to override the GameButton.sc2layout contents in my own override file, but haven't gotten anything to work. Could someone give me a fast rundown, or at least point me in the right direction? Thanks.
I have a, hopefully, simple question for the UI gurus. I want to change the button borders (normal and hover) for the Command Card Buttons. I've been stumbling around it for a while, trying to override the GameButton.sc2layout contents in my own override file, but haven't gotten anything to work. Could someone give me a fast rundown, or at least point me in the right direction? Thanks.
attempting to override the GameButton.SC2Layout file will result in failure, because it only has effect on the buttons created after the initial UI has been generated. what you want is to adjust the target buttons themselves.
<Frametype="CommandPanel"name="GameUI/UIContainer/ConsoleUIContainer/CommandPanel"file="GameUI"><Frametype="CommandButton"name="CommandButton00"><Frametype="Image"name="NormalImage"><!-- do your normal image changes here --></Frame><Frametype="Image"name="HoverImage"><!-- do your hover image changes here --></Frame><Frametype="Image"name="AutoCastImage"><!-- do your autocast image changes here --></Frame></Frame><!-- repeat for 01-14 --></Frame>
Hmm... I'm stumped. I tried what you said, modifying the target button itself, but it still seems to reference the template/default instead of making my changes, unless I'm doing something horribly wrong (and I admit I'm not even the slightest bit good at this).
Here is what I have in that section of the Override file:
Sorry, that was some kind of typo when I put it into the browser. In my override file, those aren't there.
EDIT:
Double-checked just to make sure. I re-wrote the parts you pointed out to make sure I DIDN'T mess that up and sure enough it still uses the default instead of the new texture files.
did you also try adjusting layer 0 instead of 1? ;p since layer 1 is used for the cooldown mechanic. although layer 0 is prolly overwritten by the game itself...
maybe add a layer 2 in which you place your image, but you ll need to increase the layercount then.
As far as I know, the only way of moving the "InfoPaneGroup" while keeping its functionality is moving the whole "InfoPanel" and keeping the "InfoPaneGroup" relative to "$parent". Since I have to do that again, I will have to move the "InfoPanel" and this I need to do while keeping the size relative to display anchors aka not mentioning width or hight.
I know this is as complex as it gets with layout files, hope you can still help.
I tried several idea's, but all failed. made a post on the general sc2 forums in the EU maybe someone can also make a copy of it on the US forums. Thread on the SC2 EU forums.
did you also try adjusting layer 0 instead of 1? ;p since layer 1 is used for the cooldown mechanic. although layer 0 is prolly overwritten by the game itself...
maybe add a layer 2 in which you place your image, but you ll need to increase the layercount then.
I tried what you suggested. I got closer, sort of. Adding an extra layer, I was only able to add the texture I wanted to a new layer (layer 2). Using layers 0 or 1 is apparently forbidden. Unfortunately, when adding the texture to layer 3, it just eats up the whole button and the ability icon disappears.
At this point, I'm just going to give up until either someone has a breakthrough, or I can find an example of this actually being done.
I tried what you suggested. I got closer, sort of. Adding an extra layer, I was only able to add the texture I wanted to a new layer (layer 2). Using layers 0 or 1 is apparently forbidden. Unfortunately, when adding the texture to layer 3, it just eats up the whole button and the ability icon disappears.
At this point, I'm just going to give up until either someone has a breakthrough, or I can find an example of this actually being done.
Thanks again though for all the help :)
Did you try adjusting the Assets.txt file to make the reference point to the file you want to use instead of the default one?
I'm afraid I don't know how to adjust the Assets.txt file. That was something I was wondering about before, actually. Could you quickly walk me through it?
EDIT:
That sounded a little dumb. I DO know how to use notepad, what I was mainly referring to was how to find the Assets.txt file and update/replace it.
I'm afraid I don't know how to adjust the Assets.txt file. That was something I was wondering about before, actually. Could you quickly walk me through it?
EDIT:
That sounded a little dumb. I DO know how to use notepad, what I was mainly referring to was how to find the Assets.txt file and update/replace it.
it's one or more of these that you need to adjust. you can create a blank file which you save as Assets.txt and import it into you map in the GameData directory.
example line: GameUI/UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneUnit/EquipmentPanel
this is with file="GameUI"
but not all the info is there, follow this:
also you can name the file whatever you want. as long as you give it the .SC2Layout extension and include it in the data editor.
I would say this replacing method that we now have to use lets us loose a lot of overhead. I like it :)
I currently have one problem though, concerning anchors. Since not mentioning them means keeping them, how do I get rid of them?
Example; an image has a "left" and a "buttom" anchor by deafault but I really have to use "left" and "top". Just adding the "top" will let me end up having "top" and "bottom" and will therefore center vertically.
I know you can solve this example by just using "bottom" with offset, but in some more complex situations, this doesn't work.
I'll redirect you to the new tutorial's section about moving the frames:
SC2Layout Files: override method - How to move a frame
EDIT
Added this question to the FAQ section of the new tutorial.
How do I remove an Anchor?
Thanks for the reply, I didn't realize there was another thread to this topic...
I have a, hopefully, simple question for the UI gurus. I want to change the button borders (normal and hover) for the Command Card Buttons. I've been stumbling around it for a while, trying to override the GameButton.sc2layout contents in my own override file, but haven't gotten anything to work. Could someone give me a fast rundown, or at least point me in the right direction? Thanks.
attempting to override the GameButton.SC2Layout file will result in failure, because it only has effect on the buttons created after the initial UI has been generated. what you want is to adjust the target buttons themselves.
Excellent! Thank you very much for the speedy response. I will try that right away.
Hmm... I'm stumped. I tried what you said, modifying the target button itself, but it still seems to reference the template/default instead of making my changes, unless I'm doing something horribly wrong (and I admit I'm not even the slightest bit good at this).
Here is what I have in that section of the Override file:
<Frame type="CommandPanel" name="GameUI/UIContainer/ConsoleUIContainer/CommandPanel" file="GameUI">
<Width val="1400"/>
<Height val="137"/>
<Anchor side="Left" relative="$parent" pos="Mid" offset="0"/>
<Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
<Anchor side="Bottom" relative="$parent" pos="Max" offset="-20"/>
<! Tooltip >
<Frame type="CommandTooltip" name="CommandTooltip" template="CommandButton/CommandTooltipTemplate">
<Anchor side="Bottom" relative="$parent" pos="Max" offset="-270"/>
<Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
</Frame>
<! Custom image for the hotbar I've created >
<Frame type="Image" name="hotbar">
<Width val="1310"/>
<Height val="133"/>
<Anchor side="Top" relative="$parent" pos="Mid" offset="0"/>
<Anchor side="Bottom" relative="$parent" pos="Mid" offset="0"/>
<Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
<Anchor side="Left" relative="$parent" pos="Mid" offset="0"/>
<texture val="Assets\Textures\hotbar.tga" layer="0"/>
<RenderPriority val="100"/>
</Frame>
<! Test Button I'm trying to change: All I want to do is change the texture file. So far I've tried both .tga and .dss formats >
<Frame type="CommandButton" name="CommandButton00">
<Anchor side="Top" relative="$parent" pos="Min" offset="30"/>
<Anchor side="Left" relative="$parent" pos="Min" offset="120"/>
<Frame type="Image" name="NormalImage">
<texture val="Assets\Textures\btn_border_red.dds" layer="1"/>
</Frame>
<Frame type="Image" name="HoverImage">
<texture val="Assets\Textures\btn_border_red.dds" layer="1"/>
</Frame>
<Frame type="Image" name="AutoCastImage">
<texture val="Assets\Textures\btn_border_red.tga" layer="0"/>
</Frame>
</Frame>
Note that for the Frame Command Button I tried it by adding in the "template='CommandButtonTemplate'" and also without it.
Thanks for the help, hopefully it's just a dumb mistake on my part.
@BloodLX99: Go
don't say val="filelocation"; but val="filelocation". The semicolon makes it invalid XML so it gets ignored.
@Helral:
Sorry, that was some kind of typo when I put it into the browser. In my override file, those aren't there.
EDIT:
Double-checked just to make sure. I re-wrote the parts you pointed out to make sure I DIDN'T mess that up and sure enough it still uses the default instead of the new texture files.
@BloodLX99: Go
did you also try adjusting layer 0 instead of 1? ;p since layer 1 is used for the cooldown mechanic. although layer 0 is prolly overwritten by the game itself...
maybe add a layer 2 in which you place your image, but you ll need to increase the layercount then.
Now that removing anchors is not a problem anymore. ;) How the hell would I remove a height/width restriction???
@elunder: Go
can you give me an example panel on which you want to remove the height/width limit. then I can toy around with that one ;p
Shure, the "InfoPanel" in the "GameUI" file.
As far as I know, the only way of moving the "InfoPaneGroup" while keeping its functionality is moving the whole "InfoPanel" and keeping the "InfoPaneGroup" relative to "$parent". Since I have to do that again, I will have to move the "InfoPanel" and this I need to do while keeping the size relative to display anchors aka not mentioning width or hight.
I know this is as complex as it gets with layout files, hope you can still help.
@elunder: Go
I tried several idea's, but all failed. made a post on the general sc2 forums in the EU maybe someone can also make a copy of it on the US forums.
Thread on the SC2 EU forums.
I tried what you suggested. I got closer, sort of. Adding an extra layer, I was only able to add the texture I wanted to a new layer (layer 2). Using layers 0 or 1 is apparently forbidden. Unfortunately, when adding the texture to layer 3, it just eats up the whole button and the ability icon disappears.
At this point, I'm just going to give up until either someone has a breakthrough, or I can find an example of this actually being done.
Thanks again though for all the help :)
Did you try adjusting the Assets.txt file to make the reference point to the file you want to use instead of the default one?
@Helral: Go
I'm afraid I don't know how to adjust the Assets.txt file. That was something I was wondering about before, actually. Could you quickly walk me through it?
EDIT:
That sounded a little dumb. I DO know how to use notepad, what I was mainly referring to was how to find the Assets.txt file and update/replace it.
it's one or more of these that you need to adjust. you can create a blank file which you save as Assets.txt and import it into you map in the GameData directory.
@Helral: Go
Mad props. Works perfectly!
Thank you so much. Now I can continue on with the art part and stop beating my head against my keyboard.