Jul 03, 2007, 05:19 PM // 17:19
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#161
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Wilds Pathfinder
Join Date: Aug 2006
Location: Nodnol
Guild: Meeting of Lost Minds
Profession: E/Mo
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Quote:
A problem that I *do* see with this is the monk tattoo armors. Can't you just replace the normal/1k versions with the 15k versions?
...or should I've just kept my mouth shut there?
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OOH yes, tats don't use a different model so you could just replace them
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Jul 03, 2007, 05:23 PM // 17:23
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#162
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Hall Hero
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Quote:
Originally Posted by mazey vorstagg
OOH yes, tats don't use a different model so you could just replace them
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Exactly!!!
I just saved everyone millions of k, baby.
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Jul 03, 2007, 05:27 PM // 17:27
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#163
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Academy Page
Join Date: Jun 2005
Location: ZH, Netherlands
Guild: Sour Patch Kids [sP]
Profession: Me/
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Quote:
Originally Posted by Chaz Rea
Added 50% and 80% markers to the health bar for the party menu and my target. Credit for the other changes in the UI goes to AT.
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Can you please show those bars including a Deep Wound, or when affected by a condition/hex?
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Jul 03, 2007, 05:41 PM // 17:41
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#164
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Ascalonian Squire
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Quote:
Originally Posted by Chaz Rea
Added 50% and 80% markers to the health bar for the party menu and my target. Credit for the other changes in the UI goes to AT.
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Hey Chaz, would you mind sending me the .tpf file for those markers? I'll include it in the download link for my UI, with credit of course. It looks great, by the way
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Jul 03, 2007, 06:20 PM // 18:20
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#165
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Forge Runner
Join Date: Jun 2006
Location: US
Guild: Old Married Gamers {OMG}
Profession: W/
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Man i realllllly want to run some of these mods you guys are talking about...but i am scared of getting banned now. HRMMMMM wish Gaile would respond
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Jul 03, 2007, 06:25 PM // 18:25
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#166
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Hall Hero
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To be safe, I'm dancing with only my boots in my guild hall, and as /Me and with only 2 skills on my skill bar.
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Jul 03, 2007, 06:29 PM // 18:29
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#167
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Ascalonian Squire
Join Date: May 2006
Profession: R/Mo
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Concept by Chaz, improved by me ^^
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Jul 03, 2007, 06:31 PM // 18:31
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#168
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Ascalonian Squire
Join Date: Nov 2005
Location: UK
Profession: W/
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Quote:
Can you please show those bars including a Deep Wound, or when affected by a condition/hex?
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Unfortunately the bars don't change while under a Deep Wound, so it'll be slightly off at those points. They look fine under other conditions and hexes though.
Changed mine a bit now, looks like this:
Last edited by Chaz Rea; Jul 03, 2007 at 06:45 PM // 18:45..
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Jul 03, 2007, 06:33 PM // 18:33
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#169
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: Abaddons Bane
Profession: N/
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So many interesting mods. I still can't select textures so I guess it's a lost cause for me
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Jul 03, 2007, 06:37 PM // 18:37
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#170
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Coridan. It's safe. I think that guy that got banned didn't get banned for the mod.
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Jul 03, 2007, 06:49 PM // 18:49
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#171
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Forge Runner
Join Date: Jun 2006
Location: US
Guild: Old Married Gamers {OMG}
Profession: W/
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Well i think i will wait a day or so and see if anyone else gets banned. And hopefully by the weekend there will be some "comprehensive" mods out there that cover alot of the various mods being worked on here. AWESOME work guys
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Jul 03, 2007, 07:02 PM // 19:02
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#172
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Woodland Realm
Profession: Mo/N
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Quote:
Originally Posted by Gwmaster
ok, plz some1 will have to explain to me that alfa thing, so i can remove the shiny effect .
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Yeah i had the same problem, and couldn't understand the alpha thing as well so I just exported the images as a BMP, saved them as a BMP, and it works alright.
Its a bigger file, but it does the job.
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Jul 03, 2007, 07:09 PM // 19:09
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#173
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Forge Runner
Join Date: Jun 2006
Location: US
Guild: Old Married Gamers {OMG}
Profession: W/
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well curiousity killed the cat..... but it didn't ban me yet...
@Ailia thanks for the mod. I really like it...but what i was wanting to know if you could do is outline all of the explorable areas (the actual walking borders) and still have the "unexplored" areas greyed in. so we could actually see where we need to go in a bit more detail. Awesome work btw the new UI takes some getting used to ;P
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Jul 03, 2007, 07:10 PM // 19:10
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#174
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Frost Gate Guardian
Join Date: Mar 2007
Guild: Alcoholic Attunement [AA]
Profession: A/
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dang I can't get the hp line to work always got a shiny effect with them <_<
oh and every time I change somehting on armor I got a shiny effect bug <_<
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Jul 03, 2007, 07:16 PM // 19:16
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#175
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Wilds Pathfinder
Join Date: Aug 2006
Location: Nodnol
Guild: Meeting of Lost Minds
Profession: E/Mo
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How about making the grey areas blue or something and then going round the outside of the map in red. When you see blue over red you know you've got some exploring to do.
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Jul 03, 2007, 07:22 PM // 19:22
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#176
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Desert Nomad
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what about this mod ... >.>
Last edited by unienaule; Jul 04, 2007 at 06:55 AM // 06:55..
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Jul 03, 2007, 07:52 PM // 19:52
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#177
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Wilds Pathfinder
Join Date: May 2006
Location: Netherlands
Guild: Scouts of Tyria
Profession: P/
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Quote:
Originally Posted by penguo
So many interesting mods. I still can't select textures so I guess it's a lost cause for me
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Are you sure you have it on "Logging mode" and are using using the numpad keys?
+ is next texture
- previous texture
And you can set the key to export the texture yourself
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Jul 03, 2007, 07:53 PM // 19:53
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#178
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Frost Gate Guardian
Join Date: Mar 2007
Guild: Alcoholic Attunement [AA]
Profession: A/
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hum can't get rid of the shiny effect on the armor :S i used the same texture for hammer but armor is relecting when it shouldn'r :S
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Jul 03, 2007, 08:02 PM // 20:02
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#179
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Wilds Pathfinder
Join Date: May 2006
Location: Netherlands
Guild: Scouts of Tyria
Profession: P/
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theres a fix on the page for that:
http://wiki.guildwars.com/wiki/Guide...graphics#Notes
the only problem is that every texture has its own reflection wich you need to find.
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Jul 03, 2007, 08:04 PM // 20:04
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#180
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Ascalonian Squire
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There's probably a more elegant solution when using .dds, but I suck at armor so I couldn't tell you. I'm sure some other people in this thread have found a better way.
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