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Slider_z

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Reply with quote  #16 
Yeah that's odd... It seems the HUD_LONG_Off file lost it transparency when I copied it out of my arty. me and my crew have been playing with this UI and they love it.

I got the LCARS font too... but have resorted to just adding it to buttons where I could and editing out the transparent label overlays... but a lot of the button text isn't easily editable (I can edit XML) but the core things Im lost on.

Good example is the weapons screen, the Auto Beams button text doesn't line up well with the button its on... wish I could move the text to the right a few spaces, but don't know how to do that

Fixed that pesky button bar and reloaded the files

https://www.dropbox.com/s/i3105twsdibej7o/LCARS%20UI.zip
MarkBell

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Reply with quote  #17 
Ok, so the fonts are in .bff files (bitmap font file) - I'm trying to find a program to open the files so we can replace the files.  (they're in the /dat/font folder)
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MarkBell

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Reply with quote  #18 
No-one volunteering to try to crack a .bff font file?    I'll try some .ttf to bitmap font file converters, but I don't know if they're organized the same way or not, since most output either .bf or .bdf or something.
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Reply with quote  #19 
So I loaded up the UI mod files and the TNG .ini file with the stock vesseldata.xml file (since I was pretty sure that's why the server was crashing) and everything looks pretty good so far!  A lot of the UI from 1.7 isn't being used, so we'll need to find the right spots for them, and finish making the rest.  The client UIs look fantastic, seriously.  The LCARS ring is tied to the "universal coordinate system", so it doesn't turn with the ship but the bearing ring.  "Advance" and "Starboard" and such might need renaming, since they're not relative to the ship.  They really do look fantastic, though.

Helm:


Weapons:

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MarkBell

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Reply with quote  #20 
Ah, it helps if I copy all of the texture files from the old one, not just most of them  looking pretty solid now, just need to get the new music files locked in and finish the LCARS
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Reply with quote  #21 
Between Slider_z's images and the ones we had from the last mod, here are the remaining UI elements that need LCARS'ed:

bigStretchBox
button2
commBox1
HUD_boxback
HUD_boxback2
HUD_ColorBarHorz
HUD_ColorBarVert
HUD_ImpulseTextBar
HUD_ManeuverBar
HUD_ManeuverBar_SideElement
HUD_ManeuverBar_Slider
HUD_OptionBox
HUD_OptionBox40
HUD_OptionBox50
HUD_OptionTest
HUD_SliderBarHorz
HUD_SliderBarVert
HUD_SliderKnob
HUD_smallbox
HUD_tinybox
HUD_tinybox2
HUD_tinybox3
HUD_tinyLine
HUD_WarpTextBar
HUDT_edge-rings
HUDT_tube
mouseSpace
mouseTouchScreen
radarBack
roundBullet
shot2
shot3
targetReticle
targetTeticle2
tacticalShieldIcon
ui2BasicButton16
ui2BasicButton64
ui2BasicButton256
ui2DoubleArrow
ui2DragButtonVert
ui2DragHorz
ui2DragHorz2
ui2DragVert
ui2DragVert2
ui2TagImpulse
ui2TagManeuver
ui2TagWarp
ui2ToggleIndicator
uiback1



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Slider_z

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Reply with quote  #22 
Looking through those images for the UI... I think a LOT of them aren't used anymore as I haven't seen any of them in the game clients itself.

Things that I know need to be LCARS'd still:

-The slider boxes for maneuvering and engineering
-the Comm boxes for the Comm station
-The coolant selectors and the zoom level selector for the science console

Ive been looking around for LCARS type sliders... best thing I have found is the transporter energize sliders, but those wouldn't incorporate into the UI as intended
MarkBell

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Reply with quote  #23 
Well, the coolant selectors and zoom level selector for science is in the old TNG mod UI files - dot32.png.  The slider boxes could be tough, but I was thinking of something like the sliders here: http://en.wikipedia.org/wiki/File:Lcars_wallpaper.gif

They're not symmetric and there might be some trickery getting the sliders and bars to line up, but it could work really well.  Also, the HUD_ColorBarVert is basically what the old ui2DragVertColorBar was, just higher res.

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Slider_z

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Reply with quote  #24 
I can do zat!!!

gimme a few and I will have those sliders working
Slider_z

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Reply with quote  #25 
bmp Artemis 2013-08-23 11-08-53-73.bmp     bmp Artemis 2013-08-23 11-08-58-54.bmp     okay got the sliders in!

Heres the files that changed:
https://www.dropbox.com/s/brlbsfjdvonmjxr/SlidersUI.zip

CptHermi

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Reply with quote  #26 
nice job!
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MarkBell

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Reply with quote  #27 
lol Chekov

Very nice!  That's great! Since we don't have values on the tick marks, maybe flip it so the tick marks are on the slider side?  And the knob is overlapping the maneuver bar at the bottom - I'm guessing that's why the knob file is off center?

For commBox1, maybe something like the top set of graphics on this (the L-shaped part)?  It should scale pretty well.
 

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Reply with quote  #28 
Also, I really love how the game multi-colors the graphics file (like for the sliders), they look really snazzy.

Here's your LCARS files merged with the LCARS set I'd had for the last mod - just for completeness  Still missing a few files, but includes the coolant dots and such.

https://dl.dropboxusercontent.com/u/80470054/Artemis/MOD_ST-TNG/LCARSUI.rar

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Slider_z

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Reply with quote  #29 
good inputs, but the way I have it is optimal. Since we cannot change the location of the UI elements other than a trick I use (which does not work on the sliders), flipping the tick marks wont work.

IE: If you put the tick marks on the other side of the slider then the knob would run into the impulse slider.  I can change the position of the knob... but not the sliders themselves, even if I manipulate the position of the element in the file... it will just stretch/compact it so the full image is sandwiched right between the arrows.

The knob merging with the maneuver bar makes me sick... but heres why that's not something I can fix without some heavy hex editing.  In 1.7 there were two different UI elements for the maneuvering knob and the vertical sliders knob. In 2.0 they share a UI element the application just takes that element and rotates it.

I can adjust the vertical position of the knob, but that would also raise the knobs vertically on the warp and impulse sliders, putting them out of alignment.


 Next... That colors thing is kinda ticking me off when it comes to the boxes in Comms and Science

I've been working with the buttons and windows and the system colors them gray no matter what color I make them in the file. The comms boxes need a slim border since they get rendered so close together and I was going for a basic orange LCARS border... but it gets colored gray in the game.  Same for the science window (scanning)

 Ive also tried putting end caps on the status boxes (Energy/shield/etc) but that's not working either. the application auto sizes them to that exact spot, but I gave them a more LCARSy look
MarkBell

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Reply with quote  #30 
I see what you're saying, I was thinking like this.  Since the game scales the graphics as it sees fit, extending the side bars gives more open space, and I just flipped the tick side on the inside of the slider.  I changed the Overlay text for LRS, TAC and STATUS to blank 0 alpha files and did the same for some of the color sliders.  I also changed the mouse

Files: https://dl.dropboxusercontent.com/u/80470054/Artemis/MOD_ST-TNG/smallupdate.rar




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