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  #26  
Unread 01-17-2007, 11:30 AM
lost45 lost45 is offline
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Huh, now that's a bit strange. Have a lot of my guild mates using extreeme ui and no one has had that occur yet. Granted your not using extreeme but it looks similar.
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  #27  
Unread 01-17-2007, 02:19 PM
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Quote:
Originally Posted by lost45
BTW I don't have an eq2ui_mainhud.xml in my custom folder. Can i just copy the one over from the default folder?
Sorry, that edit for the name placement should occur in eq2ui_mainhud_clock.xml. Don't copy anything from the default folder, that just makes it not update when there's a patch.

Quote:
Originally Posted by u16njs
Looks like the game didn't load the image correctly. TestHUD.dds actually goes in the same folder as the xmls, and not in the images subfolder like you're probably used to. (That'll change if/when I do a "normal" release.)
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Last edited by Deathbane27 : 01-17-2007 at 02:23 PM.
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  #28  
Unread 01-17-2007, 07:14 PM
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I thought up a helpful addition.

Search for Name="TestHUD" Opacity= and replace with Name="TestHUD" DynamicData="/GameData.Self.IsHated" Opacity=

Makes it so the whole thing shows and hides based on if something is in combat with you, so it's hidden when unnecessary and gives you a BIG notice you're under attack. It's a bit buggy, I'm having to turn it on manually for some reason on login, then it works fine after the first combat. I'll see if I can figure out where the dynamicdata and scripts are conflicting.
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  #29  
Unread 01-20-2007, 07:23 AM
Cajetan Cajetan is offline
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Hello there,

thank you very much for this handy ui-mod, deathbane27 ! It truely wasn't something I was craving for since i started playing, but when I stumbled over this thread and installed the HUD I immediately fell in love with it

You're stated that you're not yet done with work on it, I'm just wondering whether there are plans for making this baby fit into the regular UI. By saying this I mean golden borders around the bars, some tiny ornaments, etc. Right now it looks a bit plain to, the bars just don't seem to fit in.

Just wanted to ask you some things about the build-up of the .xml-file, as I don't have the slightest clue about EQ2-UI-Modding

A) How does the testhud.dds image work ? It seems to be a plain white image (in photoshop, dds-plugin installed), how does it define the curve of the bars ? I tried to paint some little strokes like a three-year old child would produce. Ingame, the bars were just like "columns" instead of smooth curves after the changes to testhud.dds.

aa) Other way round: do you use the image as a kind of masked image while letting the eq2ui_mainhud_clock.xml masking and shaping the curves ?

B) Is there any possibility to add a "skin" like mentioned above ? Maybe with an additional "layer" ?

I had my first glance at eq2-ui-modding today, I would you really appreciate if you brought light into the dark.

Here's a rough concept:


Regards,
Cajetan

Last edited by Cajetan : 01-20-2007 at 07:39 AM.
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  #30  
Unread 01-20-2007, 10:08 AM
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A: It's all controlled via the Alpha Channel in the image. I don't recall how to access it in Photoshop, but there's some tuts out there.

B: Yeah, looks like a good visual change, and it's doable. *scribbles on paper*
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  #31  
Unread 01-20-2007, 11:10 AM
Cajetan Cajetan is offline
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Quote:
Originally Posted by Deathbane27
A: It's all controlled via the Alpha Channel in the image. I don't recall how to access it in Photoshop, but there's some tuts out there.

B: Yeah, looks like a good visual change, and it's doable. *scribbles on paper*
The Alpha-Channel was a very good hint. You can access it directly via clicking the channel-tab and choosing the Alpha in the layer-window Drawing in the channel works as well.

I think your mod got really great potential. Maybe you could add some interfaceish stuff on it. Some other things which would enhance the whole mod:

- The "skin" mentioned above
- Thinner bars
- Smaller bars in general. My Resolution is 1280*800, they seem to occupie a good chunk of my screen when activated. Moreover I think it'd go with the style of most UIs featuring thin masterfully carved objects.
- Maybe a gradient is available ? But that'd be the least necessary change

Thumbs up for your work !!

Regards,
Cajetan
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  #32  
Unread 01-20-2007, 05:36 PM
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Played around with it some more, here's the latest version.

-Bars re-arranged to my liking. Health on left, power on right, going from self on inside to implied target on outside.
-Added border per Cajetan's suggestion.
-Now shows and hides automatically when you are under attack!

Version D also has the bars shrunk to about 3/5 size, per Cajetan's request.
Attached Files
File Type: zip TestHUD-c.zip (14.1 KB, 260 views)
File Type: zip TestHUD-d.zip (14.1 KB, 244 views)
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Last edited by Deathbane27 : 01-20-2007 at 05:44 PM.
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  #33  
Unread 01-21-2007, 11:10 AM
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This looks really promising! Don't stop coding!
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  #34  
Unread 01-22-2007, 03:21 AM
Cajetan Cajetan is offline
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Hello there Deathbane27,

thank you very much for your efforts!

Just got one more question: You mentioned you're testing your mods with a trial version of EQ2. I've got one as well, but how did you enable it ? When I had my full version of the game installed I was able to see the HUD, now I don't. EQ2.ini is existent and contains the directory the hud is in. Any ideas ?

EDIT: Got rid of the problem. But I got a weird appearance of the whole bar:


EDIT2: Problem occurred when I try to use Testhud_c/d. Nothing is showing up. Testhud_b works fine.
Greetings,
Cajetan

Last edited by Cajetan : 01-22-2007 at 04:06 AM.
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  #35  
Unread 01-22-2007, 06:23 AM
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I'm not using the trial version of the client.

The screenshot you're showing looks like you've got the B version of the xml with the C/D version of TestHUD.dds, which is what's causing that.

As it turns out, I still don't have the autoshow working quite right. Hover over or show/hide the compass to get it to show, it'll work fine after that.
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  #36  
Unread 01-22-2007, 06:43 AM
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wow this is looking pretty nice...im surprised something like this hasn't shown up before. nice job
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  #37  
Unread 01-22-2007, 07:59 AM
Cajetan Cajetan is offline
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Hello there, it is me again

Sorry for being so unnerving about this topic, I just can't get it working.

Things i tried so far:

- Disabling/enabling/changing opacity of Compass/Clock during fight
- Disabling/enabling/changing opacity of Compass/Clock while not fighting
- Using /loadui and /load_uisettings
- Downloading TestHUD_c/d again + putting them into the EQ2MAP-Folder
- Deleting UI-Folder and getting a new one (via Patcher)
- Changed to all ingame-resolutions available
- Put eq2ui_mainhud_clock.xml and testhud.dds in a different directory than EQ2MAP (and changed eq2.ini to leading to this folder)

I really ran out of thoughts about this problem but want to use this HUD so badly

Maybe some info about my specifications might help ?

- ATI Mobility Radeon x1400 (256 MB)

As the DDS-Plugin has been invented by NVIDIA (I think) perhaps there is a compability-problem ?

Regards,
Cajetan
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  #38  
Unread 01-22-2007, 08:31 AM
Morpheusdead Morpheusdead is offline
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Justa quick question what if any modification would I have to make to this for it to look right, if I am running the game at 1920x1080 fullscreen res ?
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  #39  
Unread 01-22-2007, 03:03 PM
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Cajetan: I deleted my character's uisettings.ini file and re-downloaded to test. All you should have to do is:

1- Install
2- Right-click on the clock window and choose Window Settings.
3- Change the Frame Opacity to 30% or higher, both Normal and Mouseover.
4- Enter combat at least once, then logout (camp out, don't let the game crash or otherwise close it without camping).

After that it works perfectly for me.


MorpheusDead: Shouldn't be any modifications necessary, it'll just look small. If it's not centered correctly (due to running Fetish Nightfall or another complete set that modifies the size of _HUD), just search for Location="337,300" and replace with Location="465,350" and adjust again as needed.
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Last edited by Deathbane27 : 01-22-2007 at 03:32 PM.
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  #40  
Unread 01-22-2007, 06:23 PM
Cajetan Cajetan is offline
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Deathbane27,

thank you very much for being so kind and patient and helping me with my issues.
Your MOD is working ! And it looks really great, just wonder why it didn't make it into the game as something developed by SOE oO

Anyways, thumbs up !
Hope you don't mind that I'll spread this in my guild, giving you copyright of course.

Regards,
Cajetan
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  #41  
Unread 01-22-2007, 07:47 PM
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Not compatible with ProfitUI. I dropped it in and now can't click on mailboxes, doors, people, etc and chat channels don't show up.


*edit* Seems they might have borken ProfitUI

I just downloaded the D version, tried to find

Name="TestHUD" Opacity=

in the clock.xml and can't find it anymore.

Last edited by Kharzon : 01-25-2007 at 05:29 PM.
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  #42  
Unread 04-27-2007, 02:34 AM
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Double posting ftw.


Is there any update to this? I've noticed there's a bug here and there where someone goes into combat around me, and the HUD pops up and doesn't go away till after I've been in combat. It's repeatable and does it every so often.


Any other updates to this or have you released a 'final' version in downloads?
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  #43  
Unread 04-27-2007, 03:00 AM
gm9 gm9 is offline
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Hadn't seen this before, but pretty neat idea, will have to give this a try!
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  #44  
Unread 04-27-2007, 05:03 AM
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Ach, completely forgot about this.

Here's the final version. The problem with starting out visible and not hiding until first combat has been resolved by having a trigger image use the IsHated DynamicData instead of trying to get the window to work initially.

I won't be working on this any further in the forseeable future, so anyone who wants to re-arrange the bars to their liking and upload it to the files section in their own name has my blessing and encouragement to do so.
Attached Files
File Type: zip TestHUD-e.zip (14.0 KB, 227 views)
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  #45  
Unread 11-19-2007, 11:47 PM
elbogg elbogg is offline
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does anyone know if this has gotten broke? i just downloaded the most recent version but all i see is a couple of vertical black bars where the hud should be. am i doing something wrong?
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  #46  
Unread 11-20-2007, 12:57 AM
elbogg elbogg is offline
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scratch that, never mind. apparently i had the dds file in the wrong place. after reading the thread through again i guess it needs to go in the main ui directory. works like a charm in there. thanks for this mod, it rocks!
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  #47  
Unread 11-20-2007, 04:16 AM
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gm9 should do this mod for profit.
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  #48  
Unread 11-20-2007, 05:50 AM
gm9 gm9 is offline
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Heh yes this is a cool mod. I did play around with it at the time of my post up there, like rearranging this to be horizontal and at the bottom (on huge mobs it looks strange otherwise) adding health and power % numbers, etc. and used it for a moment. But I think in the end I thought except for the wow-factor it is just easier to check a fixed spot in your UI instead of finding those bars running around the battlefield. But yes, the wow effect is clearly there, in particular Deathbane's Star Wars style graphics.
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  #49  
Unread 02-15-2008, 04:26 AM
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Is there any chance that one of you awesome UI modders could fix this to work with the lastest LU? I use ProfitUI, and until ROK (just got back 2 weeks ago from 4 month vacation in Yucatan) it worked fine. Now, It doesn't pop up.

Any chance please?
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  #50  
Unread 02-15-2008, 04:30 PM
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Wow...I never saw this until today. It has a really good wow-factor and I do love it. I am a healer at heart and since switching to profit, I just can't get my head around my taget's health bar being in a different place, despite the health bar being displayed in 3 places on the profit screen

I'm hoping that with a huge health bar in the middle of my screen will stop my tanks dying because I am not looking. hehe

Well....I took Profits clock and added the code for the HUD in and it all works nice

Only downside is if gm9 changes anything in the clock, I'll have to update the code. But, I don't see much else that gm9 would want to change as it is already awesome but then again, some great people are coming up with new ideas everyday.

If you are using the profit auto-updater then you have to tell it to ignore the clock. Otherwise it will over-ride the code.

I'll post it later for those intrested.
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