uncomplete brawler mettle bar skinning code
Hello.
As no skinning pack update has been released since update 25, it is a bit complicated to publish an update of the skins to fit with the new codes without owning a palantiri... Concerning the brawler mettle bar elements, here is the state of what I know and what I don't : Toolbar code ok : Code:
Mettle pictures : Ok from 1 to 8 but not for full mettle. The default picture is animated ! Code:
<Mapping ArtAssetID="mettle_9_Pips_empty" FileName="fervor_9_Pips_empty.tga"></Mapping> Maybe is not not even designed to be skinnable :o |
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Ok, you're the second person telling me this, so something is definitely broken in the support of this picture.
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Just an idea: as it is animated, perhaps you need to give multiple filenames somehow?
Found this in the client, but don't know if it is in any way related: 'animationFilenames' or perhaps FileName="1.tga 2.tga 3.tga etc.tga" |
Maybe, I dunno :o
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Code:
fervor_12_Pips_10pips |
2 Attachment(s)
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I guess your assetDiff compares present ingame content compared to U25 skinning pack content. That's very nice :)
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Lol, I just saw "fuck" in AsserId additions list :D
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Work in progress (haven't figured out Dictionary yet).. Here is the Mapping of asset id & their images.
https://app.box.com/s/vbxe54j2sopojrkgme965jionqhladc2 will upload to lotrointerface when it complete. |
1 Attachment(s)
Here is first stab at new skin dictionary. Any skinning savy people mind looking it over?
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Nice.
In case anyone would be looking for the main toolbar full code reorganized : Code:
<Element ID="ToolbarField" X="21" Y="568" Width="1024" Height="200"> |
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I changed columns sizes but chest name length remained the same :( (and as usual with resizeable panels, it breaks its resizing capability) Code:
<PanelFile ID="ID_UISkin_Social_Field"> |
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Is it something that I did wrong you think, or something that has been happening in general? |
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I'll take one last pass on that panel specifically. Perhaps there are extra tags or attributes that are being missed. The ui data has data that I skip about opacity / stretching / etc.. Not sure if they plumb that up to the xml or if its just there for the game client.
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Have no clue if it would work, but see if the xml can take a min width / min heigh attribute. I think that might come into play for the stretching. I also see text justification for the buttons.
5 <-- left, 3 <-- Center
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Indeed I just payed attention that it only appears the header of the chest lock, which is 17 px height. The columns under it are not described in the code.
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I know this is a bit of an older post but I've just started adding the mettle bar into my skin and I'm wondering if you've figured out the mettle full display?
Is it possible they are using a sprite sheet that's animated by the engine since you can't have an animated TGA. What's more likely is it's some compilation of TGA files making the animation. What I can't figure out how to do is either view the dat files, or which one to look into for this info. Has anyone ever been able to unpack the various pak files? I can view a bit of info in a hex editor but I can't seem to figure out how to uncompress them. |
My feeling about this point is they started to do it as usual with regular TGA picture files and finally changed the last picture without documenting it.
I have no new information about how to replace it with a custom picture. |
is the pip an animation (if so can someone post a pic)? Do we know what the asset name is for it? I can try looking for it.
nvm.. I see the 9th one is an animation. Does mapping tag support gif or apng? |
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It is named "mettle_9_Pips_9pips" Another thought is perhaps we're suppose to leave the sequenced TGAs in skinning folder like... mettle_9_Pips_9pips0001.tga mettle_9_Pips_9pips0002.tga etc.. and then specify the non-indexed version in map. |
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I'm guessing there's nobody in SSG who cares enough to update the info for us, nobody we can reach out to? |
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Luna did recently release an unofficial U32_UISkinArtPack, along with new skin dictionary, asset ids etc. although I'm failing to find the link for the artpack right now, however they should be releasing an updated version with extra definitions and assets in the very near future, so keep checking back here. |
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I guess your assetDiff compares present ingame content compared to U25 skinning pack content.
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