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    posted a message on Official Custom Observer UI Information & Guide
    Quote from Nekoneka: Go

    i just want to change position of production tab in minimal interface UI

    In Observer_LeaderPanels, look for the lines

            <Frame type="LeaderPanelProductionFrame" name="ProductionFrame">
                <Anchor side="Top" relative="$parent/$parent" pos="Max" offset="-220"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="390"/>
    

    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

    Quote from Nekoneka: Go

    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.

    Posted in: Tutorials
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    posted a message on Official Custom Observer UI Information & Guide

    @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.

    Posted in: Tutorials
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    posted a message on Official Custom Observer UI Information & Guide

    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.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    TempestEx1.m3 also throws an error if that helps track things down for importing some HotS models (error attached)

    Also, has anyone gotten the normal texture layer to show up in sc2 on a new model? I can take my normal texture layer and use it replace the one on a blizz model, export that, and it shows up correctly in the editor (using the cutscene editor with Render->Shader Mode->Normal Map Only). But if I use that same normal texture layer or even any of the blizz normal textures on a model I made, I can't get it to show. Diffuse, Specular, and Emissive work fine. I must be missing a flag somewhere, but it doesn't seem to be an option in the texture properties or any of the texture layers.

    I've attached a map with a cutscene where the carrier model has a new normal texture layer I made, and the set of planes includes one with a normal texture layer from blizz, and another with the same normal texture layer as the carrier, and neither seems to show up on that one.

    Sorry if it's something obvious that I'm missing -.-

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    @println: Go

    Yeah that fixed the exporting problem, thanks! :D

    That also let me quickly figure out the minimum to get transparency going:

    1. In the material properties layer, switch the blend mode to "alpha blend"
    2. In the "Evio Mask" material layer (that's what it's called as of feb 10th commit), check the box by "color" and then change the alpha value on that color (the alpha value does affect how transparent the material is, but from my testing the RGB values don't seem to do anything in this case)

    That's it!

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    First of all, I want to say that this works so ridiculously well! I've been able to import the portrait models with full animations, rig new objects to the existing bones and then export them and all works perfect in the map editor :D

    I'm a little lost on how to control alpha. Can someone tell me how you can make the coin in this tutorial have like 50% alpha when viewed in the map editor?

    Edit - I found a model with some dense texturing to get transparency on it - TerrainObjectValhallaGlassFloor.m3

    I tried to reproduce the texture on my own and couldn't get it, so I tried to change aspects of the texture on this one to see if I could find the simplest requirements for transparency - even if don't make any changes and just try to export it directly after importing the m3 file, I get the attached error. Probably some edge case thing with these weird complex textures

    Posted in: Tutorials
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    posted a message on Observer Interface Mods

    I found out that if you use a text ID in a sc2interface, it picks up whatever that value has been set to, including by the map. This means you can use the following and it will always show the current map name (which can be helpful for obs/casting):

    <Frame type="Label" name="MapName">
        <Text val="@@DocInfo/Name"/>
    </Frame>
    

    Is there any text ID to get a player's name by number? Like Player 3's name? I understand that we can only get the text value and not change it to a string (since that's pretty much all I found when I searched), but all I want to do is display the name and nothing but the name. Is there a @@ for that, maybe one the map usually sets like the map name? Or is there any way in the context of a sc2interface that I can actually script/set text values and get it that way?

    Posted in: UI Development
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    posted a message on Observer Interface Mods

    @Exaken: Go

    Thank you very much for the help!

    Sorry for my noobness, coming from a casting/obs perspective, I didn't realize that the editor generates DescIndex.SC2Layout for you. I thought you had to add it yourself since the guide posted on the bnet forums pointed it out specifically. Actually it freaks out a little if you try and import it and it doesn't match exactly what it was looking for path-wise. If you just add the SC2Layout files you want using the UI console, it will generate/update the DescIndex.SC2Layout for you each time you save. I'll update the OP :)

    Posted in: UI Development
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    posted a message on Observer Interface Mods

    @Exaken: Go

    That unfortunately does not work. Importing the SC2Layout files or adding them directly through the interface does not make a difference :(

    If anyone has a .sc2Interface file that actually works (actually makes changes to the observer UI) and they would post it, that would help a lot

    Posted in: UI Development
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    posted a message on Observer Interface Mods

    from http://us.battle.net/sc2/en/forum/topic/7593742229:

    Quote:

    SC2Interfaces are an entirely new feature that enables observers to watch the game using a completely custom User Interface. They exist within the Interfaces folder within the respective Documents folder for the logged in player (next to Saves and Replays)

    ! Note ! Currently this folder is not automatically created. Users will need to create this folder in order to place custom interface files there.

    Example using Windows Vista: C:\Users\BobTheUser\Documents\StarCraft II\Accounts\51247202\1-S2-1-97\Interfaces

    An easy way to find which account ID folder is for you is to use the shortcuts in C:\Users\BobTheUser\Documents\StarCraft II\ to get into the appropriate account.

    tl;dr: The folder you put the file in can be found by going to C:\Users\YourWindowsAccountName\Documents\StarCraft II Beta\ and clicking on the link of your battle.net name, and adding the folder called "Interfaces" at the same level as the "Replays" and "Saves" folder.

    Quote:

    These archives function as a lightweight type of mod capable of adjusting the User Interface for the local player. They don’t modify or change the game in any way for other players.

    Creating SC2Interface mods Here’s a summary of how to access SC2Interface functionality through the Editor:

    Mod documents now have a “type” associated with them, which can be either Interface or Gameplay (i.e. a normal mod). This type is determined automatically by the editor as data is changed, analogous to the melee/custom type for maps.The mod type and reasons for it being that type can be seen in the new Mod > Mod Status window (again, similar to Map > Map Status).When saving a mod file, if the mod is classified as Interface, then you can optionally choose the SC2Interface extension in the file dialog. You can always use the SC2Mod extension regardless of classification (We don’t want to require SC2Mod files to have actual gameplay data, they could just have assets for example).SC2Interface files can be loaded and saved exactly like SC2Mod files.If you load an existing SC2Interface file, then add data which causes it to be classified as Gameplay, the next time you save you’ll see a confirmation dialog indicating that the file extension must be changed to SC2Mod, and then a “Save As” dialog (which will only allow SC2Mod).

    So if you wanted to make a custom interface from scratch, the steps would be:

    1) Use File > New and choose the Mod document type. 2) Add custom layouts, text, and assets as desired, making sure not to change any gameplay data 3) Save the document and choose the SC2Interface extension from the type menu in the file dialog.

    Breakdown of SC2Interface mod archives

    SC2Interface mods can contain the following files:

    Assets.txt A file that contains key/value pairs representing paths to asset files included in the SC2Interface archive. This can also be used to override existing entries in currently loaded mods.

    Any types of custom assets, such as .dds files can be included in the archive and referenced in this file.

    enUS.SC2Data/LocalizedData/GameStrings.txt A file that contains key/value pairs for English readable text. This can also be used to override existing entries in currently loaded mods.

    %locale%.SC2Data/LocalizedData/GameStrings.txt A localized text file where % represents any locale that needs localized text support. For example, deDE would be loaded by the German client. This support is included for players who want to make mods that can be distributed to players speaking different languages.

    ObserverVariables.txt A variables file that can be used to forcibly overwrite any player variables for the duration of the map. These variables will be discarded once the map ends and their values will revert back to the player’s variables.

    For example this can be used to turn off the “gametooltips” variable while the SC2Interface is loaded so that even a player with their Display Game Tooltips Option turned on will not see game tooltips.

    Note that there are many variables which don’t support elegantly changing their value at map load time in this way, such as many graphics options. The primary use of this file should be changing various gameplay or User Interface options.

    It’s also not recommended to change options in the Options Panel while observing a game using a SC2Interface.

    FontStyles.SC2Style A file that contains entries representing font style data. This can be used to override existing font styles or create new ones to use in the SC2Interface.

    DescIndex.SC2Layout A file that contains the names of all the various SC2Layout files to load.

    Many SC2Layout files can be added to the SC2Interface archive and used to either override existing UI or create entirely new UI.

    Including SC2Layout Files

    Helpful introduction to SC2Layout files by Helral: http://www.sc2mapster.com/forums/resources/tutorials/20323-ui-sc2layout-files-override-method-aiurchef-method/

    DescIndex.SC2Layout: This file is generated automatically by the editor when you save your file. It will include any SC2Layouts you have added through the UI module of the editor. You do not need to add this manually.

    To add a SC2Layout file:

    1. open the UI module in the editor (Modules->UI, or shift+f6)
    2. add a new layout (Data->Add Layout, or ctrl+L, or right click on the left panel->Add Layout). This is equivalent to adding a .SC2Layout file
    3. edit the xml of layout you added as desired (check the starting guide linked above for help with this)

    Testing your SC2Interface file

    Assuming you've already moved the file to the correct place (see the very beginning of this post), all you have to do is:

    • make sure your interface file is selected in game by going to Options->Gameplay->Observer Interface (if it's not listed, you have it in the wrong folder)
    • opening up a replay

    The game executable holds a write lock on the SC2Interface file while it is using it, but it does not cache the file. This means you can leave the replay and, with the game still open, modify/save the file you have selected in the game options, and immediately open up a replay and see your changes.

    Posted in: UI Development
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