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#1
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Unfortunately alot of the older UI's just over the first 6 years of the game had been changed and modified to work with later expansions so a lot of the UI's that are going to work for P99 on located on the forums or a work-in-progress eqinterface.com Is about all thats left but has a strong community and tons of information on how to get started on rewinding the clock. Most if not all the UI's found on that site is RoF2 UI's or other games. Titanium patches/fixes can be found on the wiki http://wiki.project1999.com/Players:Technical http://www.project1999.com/forums/showthread.php?t=7850 this will send you to the colored defualt velious ui's Everyone looking how to get started should start at the beginning, and the first avaliable date for eqinterface is oct2003. https://web.archive.org/web/20040207...d/index.php?s= This is where i started. All the original code that was being used at that time can be found here CODE This be what i been looking for, to hell with opening rewritting code and trying to load/unload loadfail.... Code is whats needed, Code is what is found . From there you will be exactly where im at with it [You must be logged in to view images. Log in or Register.]
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Human Monk - Ataleil
Ogre Shadow Knight - Huurg "She wished for gold, but not the strength to carry it!"-Unknown | |||
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Last edited by AtlasMinor; 01-13-2015 at 01:24 AM..
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#2
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__________________
Behind every good intention is an ego that thrives on validation
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#3
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thats really looking good atlas, i would definitely switch to your frames if you post them (i'll still use my rock background though :P)
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#4
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Its a hit and miss and i wouldn't guarantee that the interface-piece being worked on will work, but i been able to clean up a lot of pieces, older and newer pieces just by erasing the added-patch coding that was making them compatible for the new expansions. This is what a lot of people sitting around PoP sat and talked about and you can compare code and see the difference also or vise versa copy over exsiting code into a piece by adding it in place of what might be wrong. Used to do it all the time, saves time and work until... you realize the entire script needs to match and find yourself writting in the corrected numbers all the way down running into wrong modifications. It takes time but eventually you get the piece you want to work and if you want it bad enough youll put in the time. And that just one piece. They changed sizes and matching on a lot, here you can see the changes on my code link and now see what was being changed and go directly to that part. Probably if changes arnt listed in my code link, then its probably needs to be removed from the piece altogether, modding didnt happen until midway through/Post Luclin, thats when things got crazy. NOTE* Iv'e taken college since then :P kicking and screaming i might add and understand a lot more then i used. I'm advanced C,Visual Basic C+,C++, and some C# but you won't find any C#in this. Removing upto the Title of the Parts Code example= <Ui2DAnimation item = "A_ActionsBtnNormal"> erase, obviously we always had a combat abilities, but whats been added under it would need to be looked at and erased up-to the point that's P99 compatible in the example what was added was IF you have a custom EQUI_Animations.xml file, open using a text editor (Word, WordPerfect, NotePad, etc.) and using the Search or Find function: Find: <Ui2DAnimation item = "A_ActionsBtnNormal"> Immediately before that line, ADD: <Ui2DAnimation item = "A_CombatSkillBtnNormal"> <Frames> <Texture>window_pieces04.tga</Texture> <Location> <X>88</X> <Y>152</Y> </Location> <Size> <CX>26</CX> <CY>26</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "A_CombatSkillBtnFlyby"> <Frames> <Texture>window_pieces04.tga</Texture> <Location> <X>114</X> <Y>152</Y> </Location> <Size> <CX>26</CX> <CY>26</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "A_CombatSkillBtnPressed"> <Frames> <Texture>window_pieces04.tga</Texture> <Location> <X>140</X> <Y>152</Y> </Location> <Size> <CX>26</CX> <CY>26</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "A_CombatSkillBtnPressedFlyby"> <Frames> <Texture>window_pieces04.tga</Texture> <Location> <X>166</X> <Y>152</Y> </Location> <Size> <CX>26</CX> <CY>26</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> <Ui2DAnimation item = "A_CombatSkillBtnDisabled"> <Frames> <Texture>window_pieces04.tga</Texture> <Location> <X>192</X> <Y>152</Y> </Location> <Size> <CX>26</CX> <CY>26</CY> </Size> <Hotspot> <X>0</X> <Y>0</Y> </Hotspot> </Frames> </Ui2DAnimation> its used to look like this only <Ui2DAnimation item = "A_ActionsBtnNormal"> insert code here, it has code here. <Ui2DAnimation item = "A_CombatSkillBtnNormal"> BLANK This is what messed up a lot of peoples animations they thought they were getting away with, because those flash UI animations that worked was really using parts of pieces that had no code written in by Sony yet. This is just example. and this would be a poor choice for animation although it is a button thats pressed im sure there were some out there. est to look at the version of the default.old pieces, compare to what your looking at and you can go from there, but its not going to work if the piece your wanting was modified to work for the expansion it was updated to work with. So its a matter of figuring out what got changed and if any scripts the piece is trying run was modified as well. So your going to need all 3 resources.
Take time.
__________________
Human Monk - Ataleil
Ogre Shadow Knight - Huurg "She wished for gold, but not the strength to carry it!"-Unknown | |||
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Last edited by AtlasMinor; 01-14-2015 at 10:27 AM..
Reason: NOTE
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#5
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Was wondering if anyone's UI had an adjustable/re-sizeable Target Window?
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#6
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if you want to try and edit the code i think you can add this line to test the functionality of a window with resizing <Style_Sizable>true</Style_Sizable>
__________________
Behind every good intention is an ego that thrives on validation
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#7
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The main issue still is that the health indicator inside the target window was static. I'm assuming making this component dynamic is not trivial. Maybe it is only static cause I'm using the Vert Target Window? I'll have to try the default/Velious when I get home. | |||
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Last edited by Chronoburn; 01-15-2015 at 03:43 PM..
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#8
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I found this link for you, its not a tool. I won't provide any tools which there are some in the official development kits, you will have to find those on your own. http://www.eqinterface.com/forums/fa...terface_basics 2 things i want to point about the link. What are TGA files and how do I edit them? A .tga file is commonly used graphic file format. So all the .tga files you see in the interface folder are the graphics for the interface. A graphics editing program is needed to view and edit these files. Adobe Photoshop, JASC Paint Shop Pro and GIMP are a few of many graphic editing programs you can use. Just do a search in google to find more information on where to get obtain programs. The Everquest Interface can use other graphic file formats too. More information on that can be found by searching our forums. I suggest if your just starting you stick with .tga's. In the Graphics Tutorials & Info forum you can find some great information on how to make your own graphics. The developers of the Everquest Interface have released some basic information in a file called AboutSIDL.doc. This file can be found in your default interface folder. C:\Program Files\Sony\Everquest\UIFiles\default\AboutSIDL.doc. (location may be different on your computer) Resizing windows in classic won't resize the other parts of the window, those are all separate pieces and is why SOE came out with a better UI later in history, IF not for the purposes of higher resolution's sake of monitors Verant's version played on 640x480 and is why after the buy-out everything became separate pieces. wish people would learn that, but anyways. Hope this help explain what your your looking at. Dont worry about your monitor, if you can run Meridian59 which you can still jump onto the 1 server it has, and is about to release to STEAM you wont run into any problems from any future updates here on a emu server. Verant code has already been found to never work with sony xml code. This was proven way back in the day. http://www.youtube.com/watch?v=8x3JiS6EIz0
__________________
Human Monk - Ataleil
Ogre Shadow Knight - Huurg "She wished for gold, but not the strength to carry it!"-Unknown | |||
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Last edited by AtlasMinor; 01-16-2015 at 06:13 AM..
Reason: Highlight
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#9
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Last edited by Chronoburn; 01-16-2015 at 05:38 PM..
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#10
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[You must be logged in to view images. Log in or Register.]
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Quote:
Wipe it clean. | |||
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