I am looking at some of the UI files to see what I can mod. I have Desktop X builder and can open the UI files, but I am a little confused at where to start my changing. Anyone a desktop X expert that wants to point me to a good tutorial to get my feet wet with modding Desktop x widgets?
Take a look at the Main_Context_Action_Status_Value_1 which is a child of Main_Context_Action_Status_1. There is not much to it, but it's a small blue image called "Seanview_Back.png" and it's transparency setting is at 50% (on the trans tab).
Sounds reasonable, no?
Let me know how you make out or if I need to fire up DX again.
Yes, I was suspicious of seanview. It does something, but I'm not sure what, yet. By which, I mean it seems like it's used in many different fields for some purpose.
It doesn't seem to have any bearing on the bar color, though. First of all, it's only blue (I'm not even sure its the same shade). There is no green counterpart in the file that Ive seen to affect the other bar, so it wouldn't be establishing the bar color just by virtue of it's own color. Also, I removed the seanview elements from the bar components, and they still retained their color in-game. So I'm still stumped.
As a matter of fact, everywhere that Seanview appearance is used, it's a sort of stand-in for some element that isn't in the DxPack itself (little graphics and values). I can't find a data file that is pointing there, though.
I thought I had actually deleted those Seanview objects from out of the magic cell, but I must have simply moved it away, because deleting it breaks that file altogether, making it disappear entirely from the in-game interface. So it's possible that that object is influencing the color of the bar somehow, but its not doing it by virtue of the graphic color itself, or by any of the Desktop X functions I've so far found.
It seems, like the contracting behavior, that color is established by data from elsewhere, though I've not found any likely place yet. It's possible that kind of stuff may not be exposed, limiting what can be done to the interface.
Hopefully a Stardockian will see this and let us know one way or the other.
I'm content to muddle along by myself. If a Dev answered, it would probably be something really simple that would make me feel silly.
Are they aware of the problems with the Mods folder, though?
Cari_Elf just confirmed in chat that both those aspects of the status bars are hard-coded and beyond our ability to change at present.
Yes, she also verified that the game is not scanning the Mods/screens folder at present.
I'm stumped at another point, if Zubaz or anyone else who knows what they're doing is out there. This might be sort of advanced, and just a case of me not really understanding Desktop X very well.
Right now, Im working on the main game window interface panel (MainGameWnd.Dxpack in the Screen folder). I've been swapping out the back panel art ( the Bottom_Bar_4.png in the MainUI_Container_Back object).
Everything's fine as long as I replace it with art the same size. But I was entertaining the idea of making a slightly larger interface. When I replace that image with an image that exceeds the 1024 width in pixel dimensions, it shows up in the DeskX environment, but disappears in the game (the overlying elements are still there, but the back panel is missing).
I thought this might be because the image was exceeding the bounds of the parent container objects, so I also enlarged all of those I could find ( in this case, MainUI_Background, and MainUI_Bottom_Container). As near as I can tell the replacement art should now be sitting within the boundaries of those objects, but still no luck.
Any thoughts on this?
Thanks!
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Also, it seems I have no trouble violating the vertical height of the original image file or the parent containers, only the width. I can't exceed 1024 resolution in width even if I increase the width of the parent containers, without that image vanishing from in-game. I'm hoping this is something I'm doing wrong on the DeskX side of things, and not another hardcoded limit.
Look at the scripts for those objects. see if there is a screen.width/XXX or something similar. I'll try to look later.
Theres nothing that mentions a specific number, *that I have found*.
The main, full page background container object, MainUI_Background has this script associated:
Sub System_OnScreenChangeObject.Height = System.ScreenHeightObject.Width = System.ScreenWidthEnd Sub
Which seems fairly self explanatory.
The smaller bottom panel container, MainUI_Bottom_Container has this attached:
Sub Object_OnScriptEnterObject.Left = (Object.Parent.Object.Width / 2) - (Object.Width / 2)Object.Bottom = Object.Parent.Object.HeightEnd Sub
Which does look like it might have something to do with size/orientation. But being an average American, I am, of course, helpless to make sense of the basic math involved.
The first script is setting the background object to be the size of your screen.
The second script is positioning the object centered at the bottom. In any case, no help.
Is the image width greater than 1024 or is the size of the object > 1024?
I don't think that the screen code likes textures with widths > 1024, but objects can use tiling or stretching to achieve a width of greater than 1024.
Also, this code:
Object.Left = (Object.Parent.Object.Width / 2) - (Object.Width / 2)
centers the object in the parent object because the object's hotspot is always the upper left hand corner of it's bounding rectangle.
Thanks Cari! The image file itself that I was attempting to load into the appearance tab was > than 1024.
Here, by the way, are the fruits of my early testing to see what I can and can't do. In retrospect, I probably could have chosen a much easier object to modify than the main UI panel, but I am better educated for it. It was slightly more impressive before I ran into the 1024 res limit, and had to scale my concept way down (I was building around a 1200 rez) Just quick stuff that doesnt represent the end product in the slightest:
(Now, if I can just figure out where those artifacts are coming from at the edges of my transparent .png's.)
I'll announce my mod officially sometime this week when I get another piece of eyecandy or two to show off.
WOW!!! That looks great. I'm anxious to try out your mod when you make it available. Hopefully 1.1 beta won't interfere too much with your changes.
Just for community information, I figured out those border artifacts around my PNGs were the result of containing solid image pixels that extended all the way out to the borders. As long as I have at least 1 pixel of transparency all the way around the border, I'm fine.
I'm pretty sure I already knew this from a similar situation, but had forgotten.
Any progress? Anything to show?
I gave some people in chat a peek at some of the stuff Im working on. I want to have a couple decent pieces of eye candy to show when I announce the mod, which I'm thinking now will be next week. I always tend to become over ambitious outside of any time or practical constraints. Quite a lot of work I've bitten off for myself here. Even more work to not suck, which is always an effort for me.
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