Development > Newbie Coding
UI Adjustments.
mor2:
i decided to see what does it take to make UI Adjustments, i think it will be more productive if i know what we work with.
i have found and extracted 0pics.pk3 file, few questions:
1. hud vs althud? and besides those two and UI is there any other relevant folders?
3. if i want to try new textures all i have to do is replace the originals? is there some kind of mod mechanic that i can place my file with different textures that will be loaded instead. (easier than working with 170MB file)
3. scripts? where they are located? C++? do i need to compile the game if i change them? if so anyway to compile only that section because compiling the whole game will send my laptop to early retirement ::)
EDIT:
4. is there any documentation?
H-Hour:
For new graphics, simply slot new image files over the existing image files you find in /base/pics.
Hud or Alt Hud depends on which configuration you want to deal with. The Hud is only the battlescape UI.
Documentation of the menu system is in the wiki.
mor2:
--- Quote ---Create the images for this menu (in base/pics)
Create the script files for this menu (in base/ufos/ui)
--- End quote ---
so if i understand to overwrite an existing menu i need to place it in base/pic
which is where the game will look for it by default otherwise it will load the 0pics.pk3
and i assume the 0ufos.pk3 hides the current ui?
mor2:
i would also like to know the answers to the below questions:
--- Quote from: H-Hour on October 20, 2010, 01:06:23 pm ---I have a couple questions for Bayo to start:
1) We can do horizontal bars for health/etc, but is it possible to do vertical bars as well?
2) Is it possible to insert a button onto the edge of a container, as the attached image shows, and would this break with the existing UI style too much?
3) Is it possible to have a box that collapses when not in use? I'm thinking of the left-hand weapon. If there is no weapon, can you change the size of the box or is this not changable based on such parameters?
--- End quote ---
1. i dont think so unless there is some hidden property for vertical or there is bar2 class? ( but i assume its really easy to add)
--- Code: --- pos "130 21"
size "298 6"
--- End code ---
2. why not, you can place the button where ever you want or is it limited by the floor object initial pos,size ?
3. you should be able to disable the whole left panel or at least all of its individual elements?
after checking the appropriate var, where is the question... i assume in the hudinv? or something through ahud? (didnt watched further than the hud class)
another few:
a. is there a more technical documentation of the properties, for exmaple excluderect? ghost? mousefx? etc
b. can i do:
--- Code: --- onMouseClick( *floor.bt1@disabled = false
*floor.bt2@disabled = true
--- End code ---
EDIT: and last, i tired and going to sleep but a quick thought, all of the controls defined by position size, which makes a squre but we have none square controls, so the capture are determined by the image? so no invisible buttons?
DarkRain:
--- Quote from: mor2 on October 21, 2010, 02:11:36 am ---1. i dont think so unless there is some hidden property for vertical or there is bar2 class? ( but i assume its really easy to add)
--- Code: --- pos "130 21"
size "298 6"
--- End code ---
--- End quote ---
Bar has a direction property:
--- Code: ---direction V_UI_ALIGN Orientation of the bar. Default value "cr". Other available values are "uc", "lc", "cr", "cl"
--- End code ---
I understand that ALING_UC (up-center) and ALING_LC (low-center) will give horizontal bars (from bottom to top, and from top to bottom)
And of course you'd need to give it a sensible size (taller than wide)
--- Quote ---a. is there a more technical documentation of the properties, for exmaple excluderect? ghost? mousefx? etc
--- End quote ---
UI node behaviours
--- Quote ---EDIT: and last, i tired and going to sleep but a quick thought, all of the controls defined by position size, which makes a squre but we have none square controls, so the capture are determined by the image? so no invisible buttons?
--- End quote ---
Node has an invis property. Maybe this could help?
--- Code: ---invis V_BOOL If true, the node is not displayed nor or activatable.
--- End code ---
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