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  #1  
Unread 11-03-2018, 06:29 PM
Eili's Avatar
Eili Eili is offline
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Help with Vital_Portrait_roll

First hello again, back after 2 years or so its seems.

UPDATE : the file i mentionned in the title is not the good one either. In fact i can not find what file appears on the picture below.

So i redit easily my whole UI, but i have a probleme with one .tga

As you can see on the picture below



this file stay over everything.

Do you have any idea of what other files i am missing perhaps or the particular settings needed to avoid this ?

Thank you

Last edited by Eili : 11-03-2018 at 08:20 PM. Reason: it appears that even modifying the file i thought, its not the good one
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  #2  
Unread 11-04-2018, 02:48 AM
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Tangaar Tangaar is offline
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Tbh i have the same issue but mine is with the elite master portraits
I searched high, i searched low and i couldnt get rid of it maybe cause they are animated and looks like that most animated portraits are hardcoded to be shown

The vital_portait_roll you mentioned for me is the button portrait for the warsteed
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  #3  
Unread 11-04-2018, 06:30 AM
Eili's Avatar
Eili Eili is offline
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Quote:
Originally Posted by Tangaar
Tbh i have the same issue but mine is with the elite master portraits
I searched high, i searched low and i couldnt get rid of it maybe cause they are animated and looks like that most animated portraits are hardcoded to be shown

The vital_portait_roll you mentioned for me is the button portrait for the warsteed
Unfortunatly i think you are right, but i managed to obtain something less intrusive for my UI, almost recovering even the whole, and i like it. Usually i dont have any portrait on mine, so i will just have the 3 opponents Elite, Master Elite and signature with that.

Thank your for your answer
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  #4  
Unread 11-04-2018, 08:42 AM
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glafria glafria is offline
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Hi,


I´m coding plugins, but perhelps it helps you
It could help if you use ingme grafics like this

Code:
ClassIcon[Turbine.Gameplay.Class.WarLeader] = 0x41007df0;

If i´m wrong plese correct me.


Thnks glaf
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  #5  
Unread 11-04-2018, 05:13 PM
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Eili Eili is offline
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Quote:
Originally Posted by glafria
Hi,


I´m coding plugins, but perhelps it helps you
It could help if you use ingme grafics like this

Code:
ClassIcon[Turbine.Gameplay.Class.WarLeader] = 0x41007df0;

If i´m wrong plese correct me.


Thnks glaf
Ok old gran'ma me is not sur she understand well ...

You mean to replace .tga by coding ?

I would not know how to do it unfortunatly.

But again i am not sur i am fully understanding what you mean, sorry in case


Now if you think its something that i could do easily, even old me can try

Thank you
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  #6  
Unread 11-04-2018, 06:37 PM
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Garan Garan is offline
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Lua and skinning are two different system. Skinning doesn't use the asset IDs used in Lua. Your best bet is to try many of the other currently updated skins, such as the JRR skins that have been updated and see if any of them work for you. If you find one that works, then look at that skin's XML definition file and try to identify which tag refers to the element(s) you are trying to replace.

Technically, Lua and skinning do have a slight overlap in that when Lua uses an asset ID to load an image, if a skin is loaded that overrides that asset, the client will return the skin asset instead of the built-in asset. That lets Lua plugins work smoothly with skins. However, the point is that the asset ID used by Lua is not the reference used by the skin definition file. The OP needs the skinning reference not the Lua reference.

Last edited by Garan : 11-04-2018 at 06:46 PM.
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