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GUI Mod

Posted: Sat Jun 26, 2010 5:04 am
by Magpius
Question:
Are the highlighted text strings hard coded?
Or is there an appearance.csv that covers text locations for all the dialog boxes?
The GUI.csv file locates graphics, but I could only find font style definitions.

Image

RE: GUI Mod

Posted: Sat Jun 26, 2010 12:39 pm
by Bleck
Location of every label/button/text field is in GUI.csv, including those you highlighted. Check IDs 294-305, 311-314, 332 [;)]

RE: GUI Mod

Posted: Sun Jun 27, 2010 11:08 am
by Magpius
[:-] Okay I'm confused, I've spent the past hour(+) trying to get my head around matching the graphic source locations in the gui.png file with the gui.csv file.
There are so many anomalies, and unaccounted graphic locations, that I cant see where to proceed with this...
;File generated with /ToW GUI Exporter v0.1/ by Bleck [Wastelands Interactive]
;
;ToW GUI components and fonts definition file for 1920x1200resolution
;
#ID;Left;Top;Width;Height;Comment (irrelevant for game)

This is from the SOP .csv file!
[&:]
All I'm trying to do at the moment is redefine the blue octagon located in the gui.png @2, 1917 (botom left corner).
3;560;0;1000;100;Top Panel Background Src
4;560;100;380;275;Minimap Panel Background Src
5;2018;0;30;600;Main Buttons Panel Background Src
6;740;375;200;150;Game Layout Img4 Src
7;-1;-1;-1;-1;Game Layout Img5 Src
8;400;680;140;280;Unit Buttons Background Src rectangle
9;400;680;140;280;Hex ButtonsSrc Rect
10;390;965;50;40;Icons block (size of single Icon)
11;890;530;55;55;Hex Weather Icons Pack
12;1740;1201;25;25;Dices Image Pack Src
13;380;0;100;30;Research Icons Pack
14;1638;0;70;70;Main Game Icons Pack
15;0;0;370;400;SeaNode Pack Src
  • #3...tick
  • #4...tick
  • #5...tick
  • #6 No. This reference sits near the top left of the minimapĀ  frame.
  • #7 I'm unclear how you can define a graphic with negative coordinates.
  • #8 & #9 are identical and reference empty space
  • #10 ditto empty space.
  • #11...hex weather icons are located at 890,530 and are 55pixels square. (tick)
  • #12:...where are the dice images???
  • #13...tick, but I assume here you need a 1 pixel space below the previous image.
  • #14...tick
  • #15...tick
If I'm not understanding something here, please enlighten me.

There are a lot of elements that do not seem to be defined.
I'm no programmer, so if I'm missing something obvious, apologies.

RE: GUI Mod

Posted: Sun Jun 27, 2010 1:26 pm
by Bleck
ORIGINAL: Agent S
;File generated with /ToW GUI Exporter v0.1/ by Bleck [Wastelands Interactive]
;
;ToW GUI components and fonts definition file for 1920x1200resolution
;
#ID;Left;Top;Width;Height;Comment (irrelevant for game)

This is from the SOP .csv file!
We used a tool that was written for TOW to recalculate definitions from one resolution to others.
All I'm trying to do at the moment is redefine the blue octagon located in the gui.png @2, 1917 (botom left corner).
This is part of core GUI system and it's location and size can't be altered in files. All you can do is to change those graphics.
#6 No. This reference sits near the top left of the minimapĀ  frame.
#7 I'm unclear how you can define a graphic with negative coordinates.
#8 & #9 are identical and reference empty space
#10 ditto empty space.
#12:...where are the dice images???
Game is probably not using #6 to #10 & #12. I will be able to confirm this in few hours.
There are a lot of elements that do not seem to be defined.
Ask, maybe some of them are not described clearly enough.

RE: GUI Mod

Posted: Sun Jun 27, 2010 10:08 pm
by Magpius
Thanks B,
this helps.
regards
A.

RE: GUI Mod

Posted: Mon Jun 28, 2010 9:34 am
by Bleck
#6 No. This reference sits near the top left of the minimap frame.
This one (x:740, y:375, w:200, h:150) is "flag panel" source, destination is #330.

RE: GUI Mod

Posted: Mon Jun 28, 2010 10:08 pm
by Magpius
Screen 1

Image

RE: GUI Mod

Posted: Mon Jun 28, 2010 10:09 pm
by Magpius
Screen 2

Image

RE: GUI Mod

Posted: Mon Jun 28, 2010 10:11 pm
by Magpius
Question for Bleck.
How do I bring the scenario name forward over the backround image?

Image

RE: GUI Mod

Posted: Mon Jun 28, 2010 10:12 pm
by Magpius
I'm enjoying this, the in game dialogues are now getting the feel of telegrams from the front lines.
-a lot of work still to go.

RE: GUI Mod

Posted: Mon Jun 28, 2010 10:13 pm
by Tomokatu
A very immersive "period feel". Well done, so far.

RE: GUI Mod

Posted: Mon Jun 28, 2010 10:18 pm
by Magpius
Damn that was quick Tom.
This mod will only appeal to a few, and at the moment only works for the 1920x1200 interface.

RE: GUI Mod

Posted: Tue Jun 29, 2010 5:22 am
by doomtrader
This looks really interesting

RE: GUI Mod

Posted: Tue Jun 29, 2010 6:19 am
by Tomokatu
Damn that was quick Tom
Us Sydneysiders NEVER sleep! If I'm not here, supervising, then I'm elsewhere, taking control.[:D]
 
 
But seriously now, are you planning to edit the music to a period flavour?
 
When I bought WitP (which I never finished) I found a vintage record place from whence I collected a capella recordings of "Waltzing Matilda" and "We're Off to See the Wizard" for local flavouring. Just ear-candy but I find that kind of enhancement to be important. Meh! If I played German in ToW, I'd insert "Wir Fahren gegen England!" or "Panzern Angriffen an" or something.

RE: GUI Mod

Posted: Tue Jun 29, 2010 6:42 am
by Anraz
Agent S, it looks like a spartan mod to me, however it has its own lure.
I wonder whether changing of ink color to black would provide even more flavor to the mod`s feel.

RE: GUI Mod

Posted: Tue Jun 29, 2010 9:26 am
by Magpius
I am going for minimalist.
I'm not a fan of superfluous eye candy.
I want 70's Avalon Hill, not Bejeweled.
The dark blue is there for a trashy carbon copy look.

Bleck any word on the arrangement of images?
@Tom, as a Melbournian, give me a coffee and I'll match your never sleep!

RE: GUI Mod

Posted: Tue Jun 29, 2010 1:06 pm
by Bleck
Question for Bleck.
How do I bring the scenario name forward over the backround image?
The order of drawing controls is the same as order of creating them in code, so I have to correct this one.

The only strange thing I noticed is that main frames on scenario select and scenario settings menus are not as width as they should be. I don't know is it intentional or not.
I would also change the color of selected item from light blue to... I don't know - red, dark green?

Anyway, good work so far [:)]

RE: GUI Mod

Posted: Tue Jun 29, 2010 3:09 pm
by Tomokatu
@Tom, as a Melbournian, give me a coffee and I'll match your never sleep!

 
Mine's an Arabica ristretto, with a black sambucca aside, thanks Agent S.
 
About every thirty minutes or so. [X(] [X(] [X(] 
 
By midday, I can climb walls, glass ones!
My teeth grind small bits of gravel into dust - oh wait, my dentist says that's all tooth enamel.
 
It's 3:00am (AEST) so I'm going for a walk.

RE: GUI Mod

Posted: Wed Jun 30, 2010 6:29 pm
by Rasputitsa
This looks good and I like your colours, which do have a 'period' look. [:)]

RE: GUI Mod

Posted: Fri Jul 02, 2010 2:36 am
by Magpius
Bleck,
Any word yet on how I can correct this, issue. (Post 8)
If I change the line sequence, does it bring the element to the front?