Changing greyscale of progress
As time passes, the active spells are slowly covered up with grey (to nidicate how much of their duration is past). The problem is, they grey that covers them isn't dark enough for me.
How can I darken the "progress" colour on the progress bars for active spells? I looked in the xml and the only thing I found was "progress_grayscale_fill". i have no idea if that's really the property for what I'm looking for. The other problem is that it is only a reference to a sourcerect in a DDS file. What do I need to do to change the colour? All help much appreciated! Thanks! P.S. Same goes for the hotkeys..I'd like they greying over as they "reactivate" to be more extreme. |
Where did you find this progress greyscale fill? Im not finding anything on it.
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eq2ui_ImageStyles.xml
eq2ui_ProgressbardStyles.xml Both reffer to a grayscale fill image within a DDS file. Haven't checked, but I'm guessing this image controls what is revealed at various progress levels. 50% gray and brighter probly reveals at 50% progress. I'm guessing how dark the overlay is is an opacity setting somewhere in a UI file. |
Found in eq2ui_images.xml:
Code:
<ImageStyle Name="GaugeBackground"> ________ Avandia Class Action |
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That's the old EQ1-style gauges. I seriously doubt they're used for icon re-use timers. |
think i may have found it...checking now in game
nope hehe ended up being the background for all items' icons. ________ Galateya live |
I found something out about this in IconStyles:
Code:
<IconStyle BackGlowRect="212,170,254,212" BackGlowResource="/images/icons/icon_ss9.dds" |
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Okay, I was able to edit the alpha channel and get the progress thing to only move on half of it. Unfortunately it still darkens it slightly and any color change I make to the image doesn't seem to apply there. Continuing experimentation. |
awesome, i wish you luck cause i hate that thing...
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Unfortunately, all modifications I'm able to make only make the visibility problem worse. :(
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so....what changes it?
icon_transp1.dds only or is there some xml opacity values? at work atm so im unable to check :) ahh stupid me i see kalazart's post...ill give it a whirl later on today. ________ SexyLoverGirl live |
Check the alpha channel on that square, if its grey than that's what's setting the transparency value ;)
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- Changing the progress resouce to something else results in exactly the same opacity. Messing with this also revieled that only the Alpha channel is used. - Tried manually adding various Opacity params with no results. - Tried removing other style settings such as Glow in case the layered resources might be a factor. Had no affect on the ProgressResource. It might be possible to rebuild the various buffs using ProgressBar objects, but I'm guessing they'll just break. Even if you get them working this way, I don't think the ProgressStyle supports all the states of IconStyle. |
Could any of the following be related?
From eq2ui_ImageStyles.xml Code:
<ImageStyle Name="progress_grayscale_fill"> |
omgggggggggggggg this a real gooooooood idea
i hate when i cant see if is ready in 1 secs or ..... in red or a color more powerfull will be nice :nana: gogogo guys u can do it :nana: |
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Maybe add an IF statement to bring up an image?
NOTICE: DUAL POSTING IN THIS RELATED THREAD
While I was sitting in my Alg.2 class, I had an idea. Instead of modifying the hotkey progress directly, could we not set up some sort of IF statement that would toggle an image file? Not exactly schooled in boolean, but basically: IF the hotkey prgress is active THEN show IMAGE_X (on top) This would effectively make visible (or opaque) an image DDS file that lies directly above the normal icon. If it doesnt work for clickthru, then we could still prolly do that, but by shifting the location of said image (ie moving it from outside to inside of the parent window's borders) Like I said, it was just a brainflash that I had in math, and might not function as flashy as i think it does. But what do you all think? |
Interesting idea. Two problems:
1. We have no way of forcing the displayed image to sync to the reuse time of the pressed hotkey. 2. We have no way of forcing looping animations to display from their first frame. So if it worked at all we'd end up with a random clip of an image, rather than a cohesive, correctly-timed progress-style image. |
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2. I wasnt thinking of it being an animation, actually. basically it would have been just a big red X or something, until that icon became available for use again. Then it would go away/hide/move "off screen" Or ... if we HAFTA use an animation, just repeat the same frame over and over again, so it wouldnt matter whether it was the same frame or not. =( *cries* and I really thought i had a good idea! |
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No, it starts at frame 1 when the game first comes up, and repeats from there. When you show it, it will be at wherever it's at.
We might be able to see using Style whether an icon is grayed out or not, but we wouldn't be able to clear it unless the user hovered the mouse over it or something. Your idea was a step in the right direction, though. |
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