how i can change textures in UI ? I mean, how i can find this textures, and how i can replace it with my own ?
Go to the Import tab and you will see all of the custom images being used. You can do Ctrl+I to import and overwrite these files with your replacements. They must be the same name to work. If you want to overwrite Blizz images, you'll need to add them with the same name and inside of the same directory that SC2 is expecting them (usually Assets/Textures) in the import tab.
To change the team logos, you will have to modify the map in the editor. In 1v1_launch, under the import console, you'll find the two logos as "ui_custom_team_logo_generic.dds" and "ui_custom_team_logo_generic2.dds", so you could just import the images of your liking with those same names and be done. These are mapped in Base.SC2Data/GameData/Assets.txt (again in the import console) to "team_generic" and "team_generic2", respectively, so you could import images with whatever name you want and just change which image these asset references use.
These are then used in the layout Base.SC2Data/UI/Layout/Observer_Toggle_TeamLogoPanel.SC2Layout (viewed and modified in the UI console under "Observer_Toggle_TeamLogoPanel") in the frames "TeamLogo_Generic" and "TeamLogo_Generic2". So you could import images with whatever name you want and either give the full import path to those images, or create a new asset reference and use that instead.
First off, thanks for all of the interfaces and details!
It looks like the "val" attribute of a VersusModePlayerSide tag only accepts "Left" and "Right" in a layout, whereas the "Player" attribute of a data reference inside a text can also accept an integer up to 8.
If I have an interface in a team game (more than 2 players), how can I get an image with a BaseTexture to resolve to one of my assets using the race of the third or fourth players? For bonus points, how can I tint that image based on those player's colors?
It seems to me that, since I can get player x's race in a text with <d Player="x" GameValue="PlayerRace"/>, that I should be able to have an img or texture whose URI contains that, but I can't find any way to get the engine to resolve that race first before trying to find the asset.
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In Observer_LeaderPanels, look for the lines
You want to change the "offset" values on the Top and Left Anchor nodes, this will move the production tab around and not affect any of the other tabs
Go to the Import tab and you will see all of the custom images being used. You can do Ctrl+I to import and overwrite these files with your replacements. They must be the same name to work. If you want to overwrite Blizz images, you'll need to add them with the same name and inside of the same directory that SC2 is expecting them (usually Assets/Textures) in the import tab.
@ManyTwo: Go
To change the team logos, you will have to modify the map in the editor. In 1v1_launch, under the import console, you'll find the two logos as "ui_custom_team_logo_generic.dds" and "ui_custom_team_logo_generic2.dds", so you could just import the images of your liking with those same names and be done. These are mapped in Base.SC2Data/GameData/Assets.txt (again in the import console) to "team_generic" and "team_generic2", respectively, so you could import images with whatever name you want and just change which image these asset references use.
These are then used in the layout Base.SC2Data/UI/Layout/Observer_Toggle_TeamLogoPanel.SC2Layout (viewed and modified in the UI console under "Observer_Toggle_TeamLogoPanel") in the frames "TeamLogo_Generic" and "TeamLogo_Generic2". So you could import images with whatever name you want and either give the full import path to those images, or create a new asset reference and use that instead.
First off, thanks for all of the interfaces and details!
It looks like the "val" attribute of a VersusModePlayerSide tag only accepts "Left" and "Right" in a layout, whereas the "Player" attribute of a data reference inside a text can also accept an integer up to 8.
If I have an interface in a team game (more than 2 players), how can I get an image with a BaseTexture to resolve to one of my assets using the race of the third or fourth players? For bonus points, how can I tint that image based on those player's colors?
It seems to me that, since I can get player x's race in a text with <d Player="x" GameValue="PlayerRace"/>, that I should be able to have an img or texture whose URI contains that, but I can't find any way to get the engine to resolve that race first before trying to find the asset.