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Updated:10-08-11 09:12 AM
Created:02-26-09 04:29 PM
Downloads:4,814
Favorites:19
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Categories:Graphic UI Mods, Developer Utilities
rFrameRotater
Version: 40300.01
by: zork [More]

Intro
Mod to test frame and/or texture rotation via using the WoW API AnimationGroup system.

SVN
Link: http://code.google.com/p/rothui/sour.../rFrameRotater

40300.01
- version to show the animation system bug on the ptr

003
- complete rewrite now using the animationgroup system, thus nearly zero cpu usage, no onUpdate func needed anymore

002
- added setpoints and posx, posy to the table
- change event to player_login

001
- initial release
Optional Files (0)


Archived Files (3)
File Name
Version
Size
Author
Date
003
102kB
zork
10-25-09 10:26 AM
002
249kB
zork
04-09-09 02:28 AM
001
249kB
zork
02-26-09 04:29 PM


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Unread 03-01-09, 04:56 PM  
OttoDeFe
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3rd Edit:

SetTexture(tex) works. Took a bit of staring then a good solid /facepalm.

--sheesh!--
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Last edited by OttoDeFe : 03-01-09 at 06:32 PM.
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Unread 03-01-09, 02:06 PM  
OttoDeFe
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I tried that - t:SetTexture(texture) on line 114 I believe.

Nothing showed up. Tried defining the paths to the textures already in the folder to test.

I'm prolly doing it wrong... I have little experience in coding.
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Unread 03-01-09, 12:52 PM  
zork
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Originally posted by OttoDeFe
I was wondering if there's a way to set the texture as a path - there's several in game textures I would use this for to back my Buffed! cluster I have set up.
Sure. Use your path instead of the texturename and edit the part where I am calling the texture from inside the "rFrameRotater/media"-folder.
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Unread 03-01-09, 12:10 PM  
OttoDeFe
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I was wondering if there's a way to set the texture as a path - there's several in game textures I would use this for to back my Buffed! cluster I have set up.
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Unread 02-27-09, 01:36 PM  
Dajova
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So this is basicly a lightweight version of SexyMap?
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