Aug 11, 2007, 01:12 PM // 13:12
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#701
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Major-General Awesome
Join Date: Aug 2005
Location: Aussie Trolling Crew HQ - Event Organiser and IRC Tiger
Guild: Ex Talionis [Law], Trinity of the Ascended [ToA] ̖̊̋̌̍̎̊̋&#
Profession: W/
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The HP bar isn't the red/gray one that you drag out of the game, it's another invisible one...hard to explain unless you see it.
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Aug 11, 2007, 01:33 PM // 13:33
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#702
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by fenix
The HP bar isn't the red/gray one that you drag out of the game, it's another invisible one...hard to explain unless you see it.
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Maybe you can post unmodded orginla texture along with its id code?
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Aug 11, 2007, 01:50 PM // 13:50
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#703
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Academy Page
Join Date: Sep 2006
Profession: E/
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Well, i managed to make a hp bar with marks on, but couldn't get 80 and 25 to work tho.
Don't think i will work any more on my UI mod, will consider it finished from now on.
If anyone is interested, Here is the link.
This is what the finale result looks like.
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Aug 11, 2007, 03:30 PM // 15:30
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#704
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Wilds Pathfinder
Join Date: Apr 2006
Location: Kokkola, Finland
Profession: Mo/
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My Texmod doesn't find any textures when I press "+"
Nor it doesn't run any mods
Oh, and one more thing. Is DirectX 9 same as Direct3D 9?
Last edited by AscalonWarrior; Aug 11, 2007 at 06:59 PM // 18:59..
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Aug 11, 2007, 07:17 PM // 19:17
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#705
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Grotto Attendant
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Quote:
Originally Posted by Bringer Of Fury
Ive read this entire thread twice now and still don't know how to make the 50/80% marks on the hp bar, im guessing that you make the marks on 50/80% of the bar in photoshop. But i have no idea how to measure that on it, and when i extract the hp bar its VERY short.
Any tips on this would be great, since i want to make my own version of the hp bar marks.
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The file you want is GW.EXE_0xD1714A21.dds.
It's not the bar itself but the tiny border around the bar.
It starts out 16x16 and you need to stretch it to a much larger power of 2. I suggest 2048x16. Now, the middle 5/16 or so of the image is the part that gets stretched/compressed to cover the bar itself, so you'll need to do your markers along that section only. (At 2048x16 this section is approx 650 pixels.) It will probably take several attempts to calibrate it perfectly.
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Aug 11, 2007, 10:10 PM // 22:10
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#706
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Frost Gate Guardian
Join Date: Feb 2007
Guild: The Last Pride [EvIL]
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I have a problem, when I load a mod which the color has been changed from, like the green one above, I get broken shadows, how is this possible? It kind of ruins the fun. ;x
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Aug 11, 2007, 10:10 PM // 22:10
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#707
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Grotto Attendant
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I've got a whole bunch of goodies for ya:
Introducing Chthon's Components. These are a bunch of small UI mods that can be used if you only want minor changes to the original UI or to another mod you are otherwise happy with. I've also included the original .DDS files so that modmakers can easily incorporate components they like into their own mods.
- Gradiated Lifebar v1.0
Download: .TPF || .DDS
Fully Gradiated lifebar. Arrows at every 10%, with small lines every 5% in between. The blue-grey arrows are at 50%.
- SpiritRadar v1.0
Download: .TPF || .DDS
Pretty much the same spirit radar you've seen as part of larger mods. Uses the same transparency style as the aggro circle with very clean antialiasing.
- BorderedClearSkills v1.0
Download: .TPF || .DDS(file1) .DDS(file2) .DDS(file3)
Yet another clearskills mod. This one is a little different because it tries to preserve the original feel as much as possible by retaining the border art, including the elite borders. The skill numbers are semi-transparent and the enchant/hex/weapon icons are removed. (After consideration, I decided to leave the lead/offhand/dual icons in place, since they do serve some purpose.)
- Unselect Button v1.0
Download: .TPF || .DDS
Makes the passive state of the unselect button not look like a not-so-deep wound. Now you don't have to look twice to tell whether there's a deep wound or not.
- MenuButton v1.0
Download: .TPF || .DDS
Makes the passive state of the menu button very transparent. Since I never use it, I've always found the inability to remove the menu button annoying. This mod at least makes it stop blocking the battlefield quite as badly.
- WindowsButtons v1.0
Download: .TPF || .DDS
Makes the passive states of the windows buttons (window, minimize, close) very transparent. More screen clutter gone.
- ALL COMPONENTS TOGETHER IN ONE FILE
Download: .TPF
If you want all the components together in one file, here you go.
Here's a demo image that shows all of the components together:
Finally, a little bit of silliness for you:
- CookieMonsterSkill
Download: .TPF
Changes the Monster Skill into the Cookie Monster Skill icon.
- BlargSkill
Download: .TPF
Changes the Monster Skill icon into the Gargantua Blarg!!
(Please note that with both monster skill icon mods that they don't change the small overhead icons or the damage history icons. Both of these icons seem to be generated on-the-fly (for layering/positioning reasons I'm guessing), so there's no way to change them without modifying the .dat file (which is a no-no). At least, not unless you want every skill that hits you to show up as cookie monster in those displays....)
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Aug 11, 2007, 10:46 PM // 22:46
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#708
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Academy Page
Join Date: Sep 2006
Profession: E/
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Quote:
Originally Posted by Chthon
I've got a whole bunch of goodies for ya: *bunch of great stuff*
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Wow, very nice, thank you very much
And also thank you for the tips regarding the health bar, have a few ideas for a new ui and now im all set.
*edit*
Quote:
Originally Posted by Deathaxe Raizer
I have a problem, when I load a mod which the color has been changed from, like the green one above, I get broken shadows, how is this possible? It kind of ruins the fun. ;x
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I have that same problem from time to time, usually just tabbing out fix it. Not sure why it appears tho, i believe its some bug in texmod.
Last edited by Bringer Of Fury; Aug 11, 2007 at 10:52 PM // 22:52..
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Aug 11, 2007, 10:58 PM // 22:58
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#709
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Jungle Guide
Join Date: Apr 2005
Location: Hell. AKA Phoenix, AZ
Guild: The Gear Trick [GEAR]
Profession: W/A
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Quote:
Originally Posted by AscalonWarrior
My Texmod doesn't find any textures when I press "+"
Nor it doesn't run any mods
Oh, and one more thing. Is DirectX 9 same as Direct3D 9?
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Direct3D 9 is a component of DirectX 9. so yes.
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Aug 13, 2007, 02:50 AM // 02:50
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#710
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Academy Page
Join Date: Feb 2007
Guild: Tomorrow Never [dies]
Profession: A/
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denim outfit and a couple of questions
have been working on this outfit for my monk:
Now, my question. It's possible to work with a better resolution file, i mean, resizing the original dds file will keep the uv maps coordinates or it will be messed? also, resize or increase dpi?
I still have problems with the mapping coordinates of some areas, as you can see (the black lines on the skin) hopefully that ele colorized texture will help me a lot. ;3
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Aug 13, 2007, 03:05 AM // 03:05
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#711
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Jungle Guide
Join Date: May 2005
Location: Gatineau, Qc, Canada
Guild: Kiss of Anguish [KISS]
Profession: P/W
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You can always rescale the texture to whatever works best with you, but ultimatly you will have to scale it to the original.
Scaling can be used for working on the texture though. DPI shoudnt matter so you should be able to increase it
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Aug 13, 2007, 03:10 AM // 03:10
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#712
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Grotto Attendant
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Quote:
Originally Posted by Code=007
Now, my question. It's possible to work with a better resolution file, i mean, resizing the original dds file will keep the uv maps coordinates or it will be messed? also, resize or increase dpi?
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GW seems to do a pretty good job of resizing things. You can probably get away with sizing the file up. Just make sure to keep the dimensions powers of 2 with the same aspect ratio as the original. I'm not sure how much of a performance hit you're going to take from it though. Mipmaps will help some, but I'm not sure how much.
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Aug 13, 2007, 03:37 AM // 03:37
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#713
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Forge Runner
Join Date: Aug 2006
Location: Australia
Guild: Lost Templars [LoTe]
Profession: Me/Mo
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I've gone through half the thread, but it's too long and I'm lazy, so I'll just ask and you guys can answer at your own discretion.
I have texmod on my computer, and I downloaded some of your mods to try out. Most notably your cartography mods, and the 50 & 80% HP mods. I load them onto my texmod, then run the game through it, but nothing changes. Everything ends up exactly the same. Am I doing something wrong? Do I need to do something extra? I've never used the program before, so I downloaded it just to use these mods.
Any help would be appreciated.
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Aug 13, 2007, 05:41 AM // 05:41
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#714
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Jungle Guide
Join Date: Dec 2006
Location: Urgoz's Warren
Guild: Club Of A Thousand Pandas [LOD大]
Profession: N/
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i have the same problems with my mods, as i posted not long ago, and got no answer. if anyone can help, please pm me or reply with a post. thanks!
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Aug 13, 2007, 01:28 PM // 13:28
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#715
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Frost Gate Guardian
Join Date: May 2006
Guild: Purple Ravens
Profession: Mo/E
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you need not only to load them, click on the mod before hitting run,to select it maybe that's the problem.
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Aug 13, 2007, 01:39 PM // 13:39
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#716
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Polar Bear Attendant
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Quote:
Originally Posted by pamelf
I've gone through half the thread, but it's too long and I'm lazy, so I'll just ask and you guys can answer at your own discretion.
I have texmod on my computer, and I downloaded some of your mods to try out. Most notably your cartography mods, and the 50 & 80% HP mods. I load them onto my texmod, then run the game through it, but nothing changes. Everything ends up exactly the same. Am I doing something wrong? Do I need to do something extra? I've never used the program before, so I downloaded it just to use these mods.
Any help would be appreciated.
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1st time i tried modding, nothing happened either, i restarted texmod and GW, doing the exact same thing .. it worked
a few days ago i wanted to launch Texmod on another GW instance on my comp, i had to restart once again, then it worked ... dunno why.
Mods are working but sometimes i got some weird display bugs, i e
-once i had a full black screen wit only NPC names showed, i reloaded the map and it worked again
-sometimes some lighting effects are gone, sunlight etc
-some shadows sometimes replaced by "text" like F1-F12 button names ^^
dunno what caused this, maybe when i tried some other mods once ? (like Dark glass maybe, with all that radar editing, lifebar changes etc.. )
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Aug 13, 2007, 01:51 PM // 13:51
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#717
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Wilds Pathfinder
Join Date: Apr 2006
Location: Kokkola, Finland
Profession: Mo/
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Installed DirectX 9, still doesn't work. I give up
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Aug 13, 2007, 01:59 PM // 13:59
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#718
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Frost Gate Guardian
Join Date: May 2006
Guild: Purple Ravens
Profession: Mo/E
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Dx
You may have dx9c installled but if the videocard supports only dx8 it will use that library not the newer
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Aug 13, 2007, 02:39 PM // 14:39
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#719
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Forge Runner
Join Date: Aug 2006
Location: Australia
Guild: Lost Templars [LoTe]
Profession: Me/Mo
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Quote:
Originally Posted by luinks
you need not only to load them, click on the mod before hitting run,to select it maybe that's the problem.
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Hmm, I didn't select them, maybe it was as simple as that. Thanks. Does that mean I can only run one at a time?
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