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Category: Outdated LotRO InterfacesBlack Fade (Full) Beta
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Name: Black Fade (Full) Beta   Popular!
Author:
Date: 03-27-2009 08:03 PM
Size: 528.01 Kb
Version: 0.5
Rate File: 5 out of 5 with 6 votes  
Patch & Add-on List
File Name
Version
Size
Author
Date
Type
0.2
145.14 Kb
06-02-2010 12:22 AM
Patch
Pictures
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Size: 34.75 Kb
Dimensions: 475 x 225
Unit Frames
 
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Size: 20.06 Kb
Dimensions: 1100 x 200
Mainbars
 
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Size: 95.22 Kb
Dimensions: 1125 x 600
Menus
 
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Size: 13.25 Kb
Dimensions: 625 x 250
Chat and Mini-map
 
Description
AS OF OCTOBER, 2009:

I will no longer be supporting, updating, or troubleshooting this UI. Anyone who'd like to update, modify, steal from, or otherwise make use of any or all of my work is more than welcome to do so. Don't even bother asking to be polite; I'll likely never see the message. I'd appreciate being given credit, but I won't track you down and murder you if you don't.

Thanks for the support, encouragement, and help, all. Best of luck.

~Halvr, at your service!

===

IMPORTANT NOTE: After selecting either version of this UI skin, you will need to log out to the character selection screen and log back in before the skin will load properly.

IMPORTANT NOTE #2: In order for the skin to work properly, you'll need to disable 3D Object Portraits. Go to Options > Advanced Graphics and uncheck it. It's towards the bottom.


This download consists of two versions of my Black Fade UI skin: The Standard version (which retains the "normal" mainbar style, complete with auto-attack indicator/button) and a custom version designed for 1650x1080 screen resolution that eliminates all of the clutter and garbage on the mainbar. Also, there are sub-versions of each designed for the champion class, with unobtrusive indicators on the target frames for 25% and 20% target health.

Version Updates: Beyond the champion-specific target frames, the Companion Manager (pet frame) has been skinned, along with the progress bars. I eliminated the Mounted progress bar, as I find it mostly extraneous.

Beyond the obvious, there are a few subtle improvements over the default skin:

In both versions...
  • The "level button" replaces the avatar picture as the clickable area for the unit frames.
  • The mob "class" (Normal, Elite, etc.) is displayed as a small color-coded abbreviation. Unfortunately, there is no graphic for Nemesis or Arch-Nemesis-class mobs; they share a frame with Normal targets. This is replaced by the class icon when a player is targeted.
  • The Hope/Dread gem on the mini-map has a color-coded numerical display. It ranges from 0 (neutral) to 1-5 Hope and 1-5 Dread. The numbers do not match the current level of Hope/Dread, but they're much less vague than the default "Guess how bright the gem is glowing!" icon.
In Custom 1650x1080 only...
  • The various menu and inventory buttons have been shrunk, made mostly transparent, and moved over the ends of the experience bar. If you hover the cursor over them, an abbreviation or number appears. The legendary button is always visible and remains on the side of the mainbar.
In Default only...
  • The various menu and inventory buttons are still in their customary place and usable. If you hover the cursor over them, they appear as normal.
Comments, concerns, suggestions, corrections, or pretty much any other sort of feedback would be most welcome. Enjoy!

~Halvr

Version Changes:

v0.5- Fixed the target frames for Book 7.

v0.4- Champion frames, Companion Manager, SkinDefinition corrections.

v0.3- Backgrounds, buttons, and (progress) bars, oh, my! And the Escort Target frame.

v0.2- Modified the Custom 1650x1080 menu buttons, added menu backgrounds and tabs, reworked some existing graphics to match the new stuff.

v0.1- Initial release.
Archive List (Old Versions)
File Name
Version
Size
Author
Date
0.4
527.94 Kb
Halvr
12-27-2008 03:00 PM
File Statistics
User Rating:
5 out of 5 with 6 votes
Downloads: 11263
Views: 63995
Favorites: 10
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Last Modified: 10-16-2009 06:31 PM by Halvr    

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Unread 06-02-2010, 12:24 AM  
Maelstrom
The Wary
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Well, I've been busy, but I just uploaded the ZIP of the UI I use that is a combination of Black Fade and Ultra Mini Packs. I tried to put it as a Patch on this (Black Fade) but if you can't find it here look in the Patches section under Downloads.

I won't be supporting it or probably doing much more work to it, so getting it to other resolutions other than 1680x1050 will be up to you. Other than that, enjoy.
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Unread 12-09-2009, 07:57 PM  
Maelstrom
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Ok, only thing I'm still working on is bag icons and the escort Morale/Power bars, which don't lineup properly in the wrapper graphic. Probably a week or two before I really have time to sort it out.

The minibags are easy to comment out, and if commented out actually use the standard BF bags, I believe.

The only other issue to comment on is probably that it is hard coded for 1680 x 1050 right now, and other resolutions would probably (definitely?) need to adjust some of the positioning variables for it to display properly. I'll leave this as last, and won't hold off uploading the 1680 version just for that.
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Unread 12-09-2009, 02:50 AM  
scraga
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Mostly cosmetic. The UFs, as you note, being one. I prefer the original UFs, but they have their limitations; such as Normal and Nemesis sharing the same tag. There are others, but as I'm not the author I won't belabor the point. I did say "IMO", after all, and you know what they say about opinions ...
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Unread 12-09-2009, 12:57 AM  
Farinhin
The Undefeated

Forum posts: 7
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Quote:
In lieu of Maelstrom's post, have a look at Divine UI, if you haven't already. It's a good rework of BF with some improvements, IMO.

(Would still like to see what you have, Maelstrom, if you're still inclined.)
What improvements? First thing I see is the unit frames. I do not care for Divine's UFs.
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Unread 12-08-2009, 04:57 PM  
scraga
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In lieu of Maelstrom's post, have a look at Divine UI, if you haven't already. It's a good rework of BF with some improvements, IMO.

(Would still like to see what you have, Maelstrom, if you're still inclined.)
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Unread 12-06-2009, 03:00 AM  
Farinhin
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you can consider me interested. please send me a PM when you upload it.

I just looked at the ultra-mini packs... yes... those can be included if you choose.

Last edited by Farinhin : 12-06-2009 at 03:03 AM.
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Unread 12-05-2009, 09:20 PM  
scraga
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Please do, Maelstrom! Those of us who love this skin would love you for it.
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Unread 12-05-2009, 03:50 AM  
Maelstrom
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I've been using Black Fade modded with the Ultra-Mini Packs for a little bit, and had customized it a bit to move all the menu options off to the bottom right hand corner of the screen (invisible). Since SoM came out, I've been working to fix it up, and I've moved the main menu button to the very corner, and rearranged a few things. Still working on the bag icons and it really isn't a huge update, but I'll see about uploading it once I'm done if there is any interest.
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Unread 12-04-2009, 04:25 AM  
Farinhin
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[quote]I got this pretty well updated by following the info on this thread in addition to the comment I made on that thread...

http://www.lotrointerface.com/forums...ted=1#post3672[quote]

I also followed the info on that thread. I still have 3 buttons to the left of my mainbar that do not have an image and I would like to move or deactivate (I hotkey everything). I also need to figure out how to move or dactivate (by making 1 pixil) the new popup menu. I would probably rather to move it to just above the IA button, but I have yet to look into doing that.


Edit: I just noticed that the IA button is missing... hmm

Last edited by Farinhin : 12-04-2009 at 04:27 AM.
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Unread 12-02-2009, 02:24 PM  
fer-
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I got this pretty well updated by following the info on this thread in addition to the comment I made on that thread...

http://www.lotrointerface.com/forums...ted=1#post3672
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Unread 11-21-2009, 07:33 AM  
Farinhin
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It is sad to see us lose such a talented skinner. Your work is the only one good enough for me to use. I do hope someone will pick up the torch and run with it in your absence.

Thanks for the work you have done.
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Unread 10-16-2009, 06:22 PM  
Halvr
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Hmm...

First thing to check is to make sure all the graphics files are in the appropriate folders and that both the folders and the files are spelled correctly (check capitalization; it does matter). If that's not it...

If that's a creep character, there might be a different mapping code for the player vitals than there is for freep characters. It looks like the positioning code is working right, the game just isn't loading the custom graphics (it reverts to the default graphics if it can't find the file it's supposed to load). I haven't updated the skin since right after Book 7 came out, so this is my bet as to what's causing it. You can either download the Moria Book 8 skin assets and try track down the MP frame code yourself (there's a default SkinDefinition.xml file included along with all the art assets) or hope someone else will post the tags for it (I'm no longer playing, and actually logged in here to put a big notice to that effect at the top of the page).

If neither of those is the problem, you'll have to hack around with the .xml a bit (that's how I'd have to go about solving it). If you have any experience programming (and I do mean any; my only experience was programming in Basic, writing Choose-Your-Own-Adventure-style text-based games when I was like 12) you should be able to pick up on how to do it pretty quickly.

Best of luck, and hope you can get it sorted out.
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Unread 10-04-2009, 02:06 AM  
Putnal08
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First off, I got hooked with your gambit bar work. Great stuff.

Gave this UI a try and became a fan. I am currently trying to mix and match yours with an old favorite and having issues with only one thing...the player panel. I have moved all the files required to the correct place and put in the code directly from your .xml(I do hope you don't mind).

However, the player panel will not appear as it should. The target panel works fine...which is what is throwing me off. I cannot find any code that should be contradicting yours that would cause the player panel to fail, but allow the target to work.

Below is both a picture of the issue and the modified code. Any and all help is greatly appreciated!



Code:
	<!-- Player Frame -->
	<Mapping ArtAssetID="player_vitals_backdrop" FileName="Frames\player_vitals_backdrop.tga"></Mapping>
	<Mapping ArtAssetID="level_background" FileName="General\invisible.tga"></Mapping>
	<Mapping ArtAssetID="player_vitals_lowrescover" FileName="Frames\level_button.tga"></Mapping>
	<Mapping ArtAssetID="fellowship_leader" FileName="Frames\group_leader.tga"></Mapping>
	<Mapping ArtAssetID="raid_assistant" FileName="Frames\group_assistant.tga"></Mapping>
    <Mapping ArtAssetID="raid_leader" FileName="Frames\group_leader.tga"></Mapping>
	<Mapping ArtAssetID="fellow_voiceenabled" FileName="Frames\voice_on.tga"></Mapping>
    <Mapping ArtAssetID="fellow_voiceenabled_sendingdata" FileName="Frames\voice_inuse.tga"></Mapping>
    <Mapping ArtAssetID="fellow_voiceenabled_squelched" FileName="Frames\voice_squelch.tga"></Mapping>
	
	<!-- Player Frame Positioning -->
	<PanelFile ID="ID_UISkin_AvatarPanel">
	  <Element ID="Toolbar_Quickslot_Extended_Scaler" X="283" Y="526" Width="460" Height="175">
        <Element ID="Toolbar_Quickslot_Extended" X="40" Y="0" Width="420" Height="175"></Element>
	  </Element>
	    <Element ID="AvatarPanel" X="2" Y="2" Width="280" Height="176">
          <Element ID="VitalsParent" X="0" Y="20" Width="300" Height="156">
		    <Element ID="AvatarPanel_COVER_LOWRES" X="70" Y="47" Width="20" Height="20"></Element>
		    <Element ID="PlayerLevel" X="63" Y="48" Width="32" Height="17"></Element>
		    <Element ID="PlayerLeaderIcon" X="74" Y="30" Width="16" Height="16"></Element>
		    <Element ID="PlayerAssistantIcon" X="74" Y="30" Width="16" Height="16"></Element>
		    <Element ID="PlayerVoiceChat" X="74" Y="68" Width="16" Height="16"></Element>
		    <Element ID="PlayerVoiceChatSquelched" X="74" Y="68" Width="16" Height="16"></Element>
		    <Element ID="PlayerSendingData" X="74" Y="68" Width="16" Height="16"></Element>
		    <Element ID="VitalsBg" X="-704" Y="45" Width="163" Height="22"></Element>
		    <Element ID="VitalsField" X="96" Y="34" Width="168" Height="42"></Element>
		    <Element ID="AvatarPanel_BG" X="-1" Y="1" Width="273" Height="105"></Element>
		    <Element ID="PlayerPortrait" X="21" Y="21" Width="1" Height="1"></Element>
		    <Element ID="PlayerVitals_Animations" X="2" Y="0" Width="1" Height="1"></Element>
		    <Element ID="PlayerName" X="93" Y="17" Width="191" Height="36"></Element>
		    <Element ID="PlayerEffectDisplay" X="95" Y="68" Width="169" Height="64"></Element>
		    <Element ID="PlayerLevel_BG" X="0" Y="54" Width="1" Height="1"></Element>
		    <Element ID="PlayerPVP_Info" X="0" Y="0" Width="20" Height="20">
		      <Element ID="PlayerPVP_RankDisplay" X="0" Y="21" Width="20" Height="20"></Element>
		    </Element>
	      </Element>
		</Element>
	</PanelFile>
	
	<!-- Target Frame -->
	<Mapping ArtAssetID="swarm_vitals" FileName="Frames\opponent_vitals_swarm.tga"></Mapping>
	<Mapping ArtAssetID="opponent_vitals_backdrop" FileName="Frames\opponent_vitals_normal.tga"></Mapping>
	<Mapping ArtAssetID="opponent_vitals_backdrop_signature" FileName="Frames\opponent_vitals_signature.tga"></Mapping>
	<Mapping ArtAssetID="opponent_vitals_backdrop_elite" FileName="Frames\opponent_vitals_elite.tga"></Mapping>
	<Mapping ArtAssetID="opponent_vitals_backdrop_elitemaster" FileName="Frames\opponent_vitals_elitemaster.tga"></Mapping>
    <Mapping ArtAssetID="opponent_vitals_backdrop_avenger_good" FileName="Frames\opponent_vitals_avenger_good.tga"></Mapping>
    <Mapping ArtAssetID="opponent_vitals_backdrop_defender_good" FileName="Frames\opponent_vitals_defender_good.tga"></Mapping>
    <Mapping ArtAssetID="opponent_vitals_backdrop_hero_good" FileName="Frames\opponent_vitals_hero_good.tga"></Mapping>
    <Mapping ArtAssetID="opponent_vitals_backdrop_master_defender_good" FileName="Frames\opponent_vitals_master_defender_good.tga"></Mapping>
    <Mapping ArtAssetID="opponent_vitals_backdrop_signature_good" FileName="Frames\opponent_vitals_signature_good.tga"></Mapping>
	
	<!-- Target Frame Positioning -->
	<PanelFile ID="ID_UISkin_OpponentPanel">
      <Element ID="OpponentPanel" X="279" Y="2" Width="300" Height="130">
        <Element ID="VitalsParent" X="16" Y="20" Width="284" Height="110">
		  <Element ID="OpponentDisplayParent" X="0" Y="0" Width="272" Height="300">
            <Element ID="Opponent_SelectionField" X="7" Y="0" Width="272" Height="120">
              <Element ID="OpponentsVitals_BG" X="-789" Y="45" Width="163" Height="22"></Element>
              <Element ID="OpponentVitalsField" X="10" Y="34" Width="168" Height="42"></Element>
              <Element ID="OpponentPanel_BG" X="-1" Y="1" Width="277" Height="104"></Element>
              <Element ID="OpponentClass" X="181" Y="57" Width="20" Height="20"></Element>
              <Element ID="OpponentPortrait" X="186" Y="21" Width="1" Height="1">
                <Element ID="Target_Image" X="0" Y="0" Width="1" Height="1"></Element>
              </Element>
              <Element ID="OpponentName" X="11" Y="25" Width="165" Height="20"></Element>
              <Element ID="OpponentEffectDisplay" X="10" Y="68" Width="170" Height="44"></Element>
              <Element ID="OpponentVitals_Animations" X="-4" Y="-1" Width="1" Height="1"></Element>
              <Element ID="OpponentPanel_COVER_LOWRES" X="181" Y="36" Width="20" Height="20"></Element>
              <Element ID="OpponentLevel_BG" X="185" Y="78" Width="1" Height="1"></Element>
              <Element ID="OpponentLevel" X="174" Y="37" Width="32" Height="17"></Element>
              <Element ID="OpponentPVP_RankDisplay" X="181" Y="77" Width="20" Height="20"></Element>
              <Element ID="OpponentPVP_PrestigeDisplay" X="181" Y="77" Width="20" Height="20"></Element>
            </Element>
		  </Element>
          <Element ID="InanimateObject_SelectionField" X="28" Y="1" Width="228" Height="84">
            <Element ID="InanimateObjectPanel_BG" X="7" Y="26" Width="215" Height="51"></Element>
            <Element ID="InanimateObjectForeground" X="-2" Y="19" Width="231" Height="66"></Element>
            <Element ID="InanimateObjectName" X="11" Y="29" Width="205" Height="47"></Element>
          </Element>
        </Element>
      </Element>
    </PanelFile>
	
	<!-- Fellowship Frame Positioning -->
	<PanelFile ID="ID_UISkin_FellowMiniTemplate">
      <Element ID="FellowMiniTemplate" X="5" Y="8" Width="180" Height="75">
        <Element ID="FellowReadyCheckTemplate" X="150" Y="-8" Width="64" Height="67"></Element>
        <Element ID="FellowTemplateVitalField" X="3" Y="-3" Width="170" Height="64"></Element>
        <Element ID="FellowTemplateNameText" X="56" Y="2" Width="133" Height="14"></Element>
        <Element ID="FellowTemplateClassField" X="5" Y="3" Width="50" Height="50"></Element>
        <Element ID="FellowTemplateLeader" X="39" Y="34" Width="16" Height="16"></Element>
        <Element ID="FellowTemplateLinkDead" X="55" Y="20" Width="112" Height="16">
          <Element ID="FellowTemplateLinkDead_Text" X="0" Y="0" Width="112" Height="16"></Element>
        </Element>
        <Element ID="FellowTemplateDefeated" X="55" Y="20" Width="112" Height="16">
          <Element ID="FellowTemplateDefeated_Text" X="0" Y="0" Width="112" Height="16"></Element>
        </Element>
        <Element ID="FellowTemplateVoiceChat" X="38" Y="0" Width="16" Height="16"></Element>
        <Element ID="FellowTemplateVoiceChatSquelched" X="38" Y="0" Width="16" Height="16"></Element>
        <Element ID="FellowTemplateSendingData" X="38" Y="0" Width="16" Height="16"></Element>
        <Element ID="FellowEffectDisplay" X="54" Y="37" Width="150" Height="25"></Element>
        <Element ID="FellowAssist" X="153" Y="21" Width="16" Height="16"></Element>
        <Element ID="FellowTemplateLevelText" X="13" Y="42" Width="32" Height="19"></Element>
        <Element ID="FellowTemplatePetVitals" X="4" Y="57" Width="146" Height="18"></Element>
      </Element>
    </PanelFile>
	
	<!-- Other Frames -->
	<Mapping ArtAssetID="escort_vitals_backdrop_mini" FileName="Frames\escort_vitals_backdrop_mini.tga"></Mapping>
    <Mapping ArtAssetID="pet_vitals_backdrop_mini" FileName="Frames\pet_vitals_backdrop_mini.tga"></Mapping>
	
	<!-- Escort Frame Positioning -->
	<PanelFile ID="ID_UISkin_GamePlay_EscortManagerBox">
      <Element ID="GamePlay_EscortManagerBox" X="412" Y="101" Width="208" Height="95">
        <Element ID="EscortManagerField" X="0" Y="20" Width="207" Height="70">
          <Element ID="EscortVitalDisplayField" X="0" Y="0" Width="207" Height="73">
            <Element ID="EscortVitalField" X="41" Y="22" Width="99" Height="23"></Element>
            <Element ID="EscortVitals_Background" X="1" Y="7" Width="141" Height="44"></Element>
            <Element ID="EscortAssist" X="139" Y="26" Width="16" Height="16"></Element>
            <Element ID="EscortNameText" X="45" Y="11" Width="154" Height="16"></Element>
            <Element ID="EscortEffectDisplay" X="40" Y="36" Width="150" Height="25"></Element>
          </Element>
        </Element>
      </Element>
    </PanelFile>
	
	<!-- Pet Frame Positioning -->
	<PanelFile ID="ID_UISkin_GamePlay_PetManagerBox">
      <Element ID="GamePlay_PetManagerBox" X="192" Y="68" Width="208" Height="95">
        <Element ID="PetManagerField" X="0" Y="20" Width="207" Height="70">
          <Element ID="PetVitalDisplayField" X="0" Y="0" Width="207" Height="73">
            <Element ID="PetVitalField" X="41" Y="17" Width="99" Height="23"></Element>
            <Element ID="PetVitals_Background" X="1" Y="7" Width="141" Height="44"></Element>
            <Element ID="PetNameText" X="42" Y="7" Width="154" Height="16"></Element>
            <Element ID="PetEffectDisplay" X="40" Y="36" Width="150" Height="25"></Element>
          </Element>
        </Element>
      </Element>
    </PanelFile>
</opt>
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Unread 06-20-2009, 09:44 PM  
Farinhin
The Undefeated

Forum posts: 7
File comments: 16
Uploads: 0
Quote:
<Element ID="ToolbarField" X="306" Y="850" Width="1024" Height="200">
After running the numbers for 1680x1050 it appears you have the toobar offset 22 pixels left of center. I am guessing this is to compensate for the violence indicator and fervor. My numbers get 328 as the x value if one were to go by the standard formula of
Code:
(x-w)/2
where 'x' is the width of the screen in pixels and 'w' is the width of the object (toolbar). By this process I conclude that center for your bars would be
Code:
(x-w)/2-22
It then follows that the center for 2048x1152 would be as follows.

Code:
<Element ID="ToolbarField" X="490" Y="952" Width="1024" Height="200">
Please let me know if I am wrong in my assumptions. Unfortuneatly, my new monitor will not be able to be used until I have my new PC build in its entirety.

Last edited by Farinhin : 06-20-2009 at 09:47 PM.
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Unread 06-18-2009, 09:01 PM  
Halvr
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Forum posts: 0
File comments: 13
Uploads: 5
For those of you looking to muck with the Mainbar:

Open up the SkinDefinition.xml in Notepad (or any text editor) and scroll down to the <!-- Mainbar Positioning --> section. Look for the following line:

<Element ID="ToolbarField" X="306" Y="850" Width="1024" Height="200">

The X="306" and Y="850" fields are what you're looking to change. Make your adjustments (I recommend changing one at a time), then save as an .xml (you'll have to type the file extension manually for Notepad). Log in, see where you are (take a screenshot to help you remember and to count pixels from when you start getting close), then exit the game and make some more adjustments. Wash, rinse, repeat until you get it where you want it. I eyeballed the mainbar centering using two identical chatboxes on either side of the screen.

Note: The game "measures" the interface position from the upper-left corner of the monitor, so adding to Y will move an element down, while adding to X will move it right. The dimensions given are in pixels.

Best of luck.

~Halvr

===

Edit:

SPR808: Sounds like the game isn't loading the UI files correctly (which does occasionally happen), but that's just a wild guess. I've had some trouble in the past with the game trying to load its settings from a different User Account on the computer, which will totally muck things up. Best of luck, I guess.

Also, there's no way (short of editing the actual .tga files) to make the panels darker. Sorry.

Last edited by Halvr : 06-18-2009 at 09:06 PM.
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