• 0

    posted a message on Custom model selection broken

    @Kailniris2: Go

    http://s020.radikal.ru/i704/1305/d2/2da69c01bad2.jpg

    model with bounding sphere. Is it ok, or should i change it`s scale?

    @Zolden: Go

    But there is no import in art tools at all. Am i right?

    Posted in: Artist Tavern
  • 0

    posted a message on Custom model selection broken

    Model selection became broken after importing it to 3dsMax and exporting it back to M3. There is a kind of a strange area at the bottom left of the model(red zone on picture), clicking on which at nothing we can select the model. How to fix this?

    Im using 3dsMax 2010 and latest M3 exporter/importer.

    http://s019.radikal.ru/i632/1305/57/64d12f1fe3e9.jpg

    Posted in: Artist Tavern
  • 0

    posted a message on (Solved) Change units portrait

    @DrSuperEvil: Go

    Yes, i added events to portrait actor ("Behavior.xxx.on -> ModelSwap.xxx") and added this actor to field "Portrait actor" as i wrote before, but nothing happens. Interesting, i can change portrait team color using this method, but not model.

    Portrait customise works fine, thx to all.

    Posted in: Data
  • 0

    posted a message on (Solved) Change units portrait

    Is it possible to change single unit`s portrait ingame?(not define it)
    Tried to use portrait actor for this, but "Behavior.xxx.on -> ModelSwap.xxx" doesnt work.
    Any other ideas? May be it possible using triggers?

    Posted in: Data
  • 0

    posted a message on Load ability delay

    Bump

    Posted in: Data
  • 0

    posted a message on Load ability delay

    I need Transport ability with little time delay when loading units.
    There is two fields in Transport ability: Initial Load Delay & Load Period. But when i change them nothing happens. Is it bugged or i just missed something?

    Posted in: Data
  • 0

    posted a message on Command button border image

    @Bibendus: Go

    Yes it works. But this new border does not changes when pressing button, so its little ugly =/

    I found another way: i just figured what .dds files those borders use, and imported custom with same names. Will it work when i post my map on bnet?

    Posted in: UI Development
  • 0

    posted a message on Command button border image

    @Bibendus: Go

    But this layout hides image i want to change:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="CommandPanel" name="GameUI/UIContainer/ConsoleUIContainer/CommandPanel" file="GameUI">
            <Frame type="CommandButton" name="CommandButton00" template="CommandButton/CommandButtonTemplate">
                <Frame type="Image" name="GameButtonBorderImage">
                    <Visible val="false"/>
                </Frame>
            </Frame>
        </Frame>
    </Desc>
    


    It means that all declared correctly i think.

    When im trying to change Normal & Hover images it affects coldown animation. It use "@UI/ButtonCooldown" texture as u can see, i think its just for cooldown grey clock animation.

    I played Tofu and there was buttons with custom borders. How did they changed them?

    Posted in: UI Development
  • 0

    posted a message on Command button border image

    here it is

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="GameButton" name="GameButtonTemplate">
            <NormalImage val="NormalImage"/>
            <HoverImage val="HoverImage"/>
            <Width val="76"/>
            <Height val="76"/>
    
            <Frame type="Image" name="GameButtonBorderImage">
                <Anchor relative="$parent"/>
                <LayerCount val="1"/>
                <TextureType val="Normal" layer="0"/>
                <RenderPriority val="510"/>
            </Frame>
            
            <Frame type="Image" name="NormalImage">
                <LayerCount val="2"/>
                <TextureType val="Normal" layer="0"/>
                <TextureType val="Normal" layer="1"/>
                <TextureCoords top="0.0" left="0.0" bottom="0.125" right="0.0625" layer="1"/>
                <Texture val="@UI/ButtonCooldown" layer="1"/>
                <AnimColumns val="16" layer="1"/>
                <AnimCount val="128" layer="1"/>
                <Animating val="True" layer="1"/>
                <ManagedAnim val="False" layer="1"/>
                <LayerVisible val="False" layer="1" />
                <RenderPriority val="512"/>
                <DescFlags val="Internal"/>
            </Frame>
    
            <Frame type="Image" name="HoverImage">
                <LayerCount val="2"/>
                <TextureType val="Normal" layer="0"/>
                <TextureType val="Normal" layer="1"/>
                <TextureCoords top="0.0" left="0.0" bottom="0.125" right="0.0625" layer="1"/>
                <Texture val="@UI/ButtonCooldown" layer="1"/>
                <AnimColumns val="16" layer="1"/>
                <AnimCount val="128" layer="1"/>
                <Animating val="True" layer="1"/>
                <ManagedAnim val="False" layer="1"/>
                <LayerVisible val="False" layer="1" />
                <RenderPriority val="512"/>
                <DescFlags val="Internal"/>
            </Frame>
    
            <Frame type="Image" name="CooldownFinishedImage">
                <Anchor relative="$parent"/>
                <TextureCoords top="0.0" left="0.0" bottom="1" right="0.125"/>
                <Texture val="@UI/ButtonCoolDownBurst"/>
                <AnimDuration val="250"/>
                <AnimColumns val="8"/>
                <AnimCount val="8"/>
                <Animating val="true"/>
                <ManagedAnim val="true"/>
                <LoopingAnim val="false"/>
                <RenderPriority val="518"/>
                <BlendMode val="Add"/>
            </Frame>
    
            <Frame type="Image" name="AutoCastImage">
                <Anchor relative="$parent"/>
                <TextureType val="Normal" layer="0"/>
                <TextureCoords top="0.0" left="0.0" bottom="0.25" right="0.125" layer="0"/>
                <Texture val="@UI/ButtonAutocast" layer="0"/>
                <AnimColumns val="8" layer="0"/>
                <AnimCount val="32" layer="0"/>
                <AnimDuration val="1000" layer="0"/>
                <Animating val="True" layer="0"/>
                <ManagedAnim val="True" layer="0"/>
                <LayerVisible val="False" layer="0" />
                <RenderPriority val="514"/>
            </Frame>
    
            <Frame type="Label" name="CooldownLabel">
                <Anchor side="Top" relative="$parent" pos="Min" offset="5"/>
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-5"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="5"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="-5"/>
                <Style val="GameButtonCooldown"/>
                <RenderPriority val="516"/>
            </Frame>
    
            <Frame type="CommandHotkeyFrame" name="HotkeyFrame" template="StandardTemplates/HotkeyFrameTemplate">
                <Anchor side="Top" relative="$parent" pos="Min" offset="10"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="10"/>
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                <RenderPriority val="520"/>
    
                <Frame type="Image" name="HotkeyLabelBackground">
                    <RenderPriority val="520"/>
                </Frame>
    
                <Frame type="Label" name="HotkeyLabel">
                    <RenderPriority val="520"/>
                </Frame>
            </Frame>
    
            <Frame type="Label" name="ChargeLabel">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-8"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="-8"/>
                <Style val="GameButtonCharge"/>
                <RenderPriority val="516"/>
            </Frame>
        </Frame>
    </Desc>
    
    Posted in: UI Development
  • 0

    posted a message on Command button border image

    Bump

    Posted in: UI Development
  • 0

    posted a message on Command button border image
    Quote from Alevice: Go

    Ingame press ctrl+al+f12 then search for a commandbutton, find the Texture field and set it to the value I put.

    WOW! Never knew about "ctrl+alt+f12" - big thx for this, helps me a lot in UI managing.

    Quote from Alevice: Go

    Also, you might be better off to overriding the template, since CommandButtons are dynamically generated.

    Is it possible to overriding the template?

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="GameButton" name="GameButtonTemplate" file="GameButton">
             <Frame type="Image" name="GameButtonBorderImage">
                <Anchor relative="$parent"/>
                <LayerCount val="1"/>
                <TextureType val="Normal" layer="0"/>
                <Texture val="Assets/Textures/HeroBorderNormal.dds" layer="0"/>
                <RenderPriority val="510"/>
            </Frame>
              <!-- copy from original template -->
        </Frame>
    </Desc>
    

    Are you talking about this? This layout doesnt work too. =(

    Posted in: UI Development
  • 0

    posted a message on Command button border image

    @Alevice: Go

    Sory but i cant understand where u set it to @@UI/TechGlossaryEquipmentBorder??? In UI editor or somewhere else? Please write it more detailed.

    Posted in: UI Development
  • 0

    posted a message on Command button border image

    @TwoDie: Go

    Just tried. Not worked.

    Problem is in "GameButtonBorderImage", there is no texture declaration in GameButtonTemplate:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="GameButton" name="GameButtonTemplate">
            <NormalImage val="NormalImage"/>
            <HoverImage val="HoverImage"/>
    
            <Frame type="Image" name="GameButtonBorderImage">
                <Anchor relative="$parent"/>
                <LayerCount val="1"/>
                <TextureType val="Normal" layer="0"/>
                <RenderPriority val="510"/>
            </Frame>
         </Frame>
    </Desc>
    

    As you can see only texture type, but where game picks right texture for this buttons???

    Posted in: UI Development
  • 0

    posted a message on Command button border image

    I want to change command button border texture, but i cant find its declaration.

    I can disable it with this layout:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="CommandPanel" name="GameUI/UIContainer/ConsoleUIContainer/CommandPanel" file="GameUI">
            <Frame type="CommandButton" name="CommandButton00" template="CommandButton/CommandButtonTemplate">
                <Frame type="Image" name="GameButtonBorderImage">
                    <Visible val="false"/>
                </Frame>
            </Frame>
        </Frame>
    </Desc>
    

    but when i try to replace it with custom image it doesnt work:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="CommandPanel" name="GameUI/UIContainer/ConsoleUIContainer/CommandPanel" file="GameUI">
            <Frame type="CommandButton" name="CommandButton00" template="CommandButton/CommandButtonTemplate">
                <Frame type="Image" name="GameButtonBorderImage">
                    <Texture val="Assets/Textures/MyButtonNormalpressed.dds">
                </Frame>
            </Frame>
        </Frame>
    </Desc>
    

    Seems its impossible =(.

    Posted in: UI Development
  • 0

    posted a message on (Solved) Damage to attackers

    @Demtrod: Go

    @MasterWrath: Go

    Thx! I just missed with Attacker/Defender. Now all working fine.

    Posted in: Data
  • To post a comment, please or register a new account.