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Updated: 10-27-09 03:01 PM
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Updated:10-27-09 03:01 PM
Created:07-27-09 11:38 AM
Downloads:2,338
Favorites:11
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oUF RingThing
Version: 004
by: zork [More]

News
I rewrote the mod. Its patch 3.3 compatible.

What is it for?
It is basically a tech-demo for developers that show how radial filling rings/circles can be connected to the oUF framework.

The latest version is a complete rewrite. But as you can see the structure is already there and working.

What left is someone addicted enough to create some crazy background art to bring this to life.

The most important part is the "default_config" function. It contains all the basic values with that you are going to set up the frames. It is possible to rewrite parts of the default config in the given style functions (I do this for the scale for example)

Self and the ringcontainer are independent now. You can freely move self, the background art, the foreground art and the segment-container.

Think of this like an onion, which has many layers so does this layout work. self on the bottom, then the background art with the portraits, then the ring-segements and on top some highlights with a foreground texture.

Currently I'm trying to find a good solution on how to load different ring setups, but I think it would be just to much of a hassle. So one layout for any kind of ring setup (half-rings, full ring etc.)

What the mod can do?
It can display health and mana as a ring. The ring can be either a quarter, half or a full-ring. You can select the fill direction, the starting segment and how many segments should be used.

Each ring has its own container and you can move the ring freely by adjusting the setpoints and the scale.

Never ever touch the size though. Its bound to the basic texture that you are using.

Move frames
The new layout has no preset setpoints. Hold down SHIFT+ALT and start dragging the frame around.

SVN
http://code.google.com/p/rothui/sour...oUF_RingThing/

004
- integrated the new unitframe design

003
- the health and the mana ring now have independent containers and thus can be moved freely
- do NEVER change the size of the ring, always work with setpoints and scale. Do not touch the size or you will find yourself in trouble.

002
- complete rewrite

001b
- one texture had the false strata

001a
- fixed the last display bug, finally found it. happened when a segment is at 0.

001
- initial release
Optional Files (0)


Archived Files (3)
File Name
Version
Size
Author
Date
003
83kB
zork
10-26-09 02:15 PM
001b
234kB
zork
07-27-09 02:08 PM
001
234kB
zork
07-27-09 11:38 AM


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Unread 10-27-09, 05:50 PM  
geeksugar
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wanted to say i love love love these unit frames , but id also like to ask if theres a way i could turn on the pet frame....or if theres a pet frame for the layout at all lol, any help would be awesome thanks
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Unread 10-27-09, 03:06 PM  
zork
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New version is online. Still a tech-demo for mod authors who are interested in learning the technique.

Getting the castbar icon and the portrait behind the rings was kind of tricky though.

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Last edited by zork : 10-27-09 at 03:11 PM.
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Unread 10-27-09, 01:16 PM  
zork
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First ingame shot.
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Unread 10-27-09, 07:49 AM  
Saintvallen
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Nice, i only use cs3 because the school pays for a creative suite package for all their students.

Totally forgot about revision3.com , i used to visit that website back when i was still in what we in Denmark call 10th grade(aka 10th year of school after kindergarden).

Thank you so much.
I'm currently working on a texture that would fit on a KGpanel of a shield for my Warrior and Shaman.
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Unread 10-27-09, 06:56 AM  
zork
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Photoshop 6.0 for Windows (not kidding, it has every I need and can be bought for no money at ebay)
I work at the size I want the texture to be at. 512x512, 512x256 etc. anything that is 16, 32, 64, 128, 256, 512, 1024, 2048 works.
Make sure you have "smooth edges" activated in your selection tool.
To get the smooth outer shadow I edit the alpha layer and add a smooth edge to it. Do all the Phong.com tutorials they are outstanding. http://phong.com/tutorials/ and check http://revision3.com/pixelperfect/ Bert Monroy can help you out (Nearly 150 video tutorials)
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Last edited by zork : 10-27-09 at 07:04 AM.
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Unread 10-27-09, 05:54 AM  
Saintvallen
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What do you use to make the textures you use?
Gimp, PhotoShop or something.
And at what image sizes do you work at?
Because your circles have such a fucking nice border but when i try and create a ring in PS CS4 i get some very pixilated edges.
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Unread 10-27-09, 05:15 AM  
zork
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Yes. The segment is 128px in size. The outer ring radius is 110px, the inner ring radius is 90px.
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Unread 10-27-09, 05:13 AM  
Dawn
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Originally posted by zork
Yes. But only the top-right segment is needed.

More to read:
http://elitistjerks.com/blogs/zork/362-ring.html
And the numbers are in pixel? Like 110 outer radius means the outer ring radius is at 110 pixel (while 128 is the texture border)? Is there an option in Photoshop to see "coordiantes of pixels"?

Thanks for pointing things out! I think I'll give it a shot, too.
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Unread 10-27-09, 05:08 AM  
zork
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Yes. But only the top-right segment is needed.

More to read:
http://elitistjerks.com/blogs/zork/362-ring.html

The slicer is ring independent. Read the ejerks blog entry and try to understand what the slicer does. Its just needed for the gap between the two squares.
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Last edited by zork : 10-27-09 at 05:14 AM.
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Unread 10-27-09, 05:04 AM  
Dawn
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Ah, I think I got it. "Texture ring thickness" defines the actual thickness, while inner and outer radius are more or less there to calculate how the ring fills?

Outer and inner ring radius are this... ?



E: Let's say I have a real thick ring, do I need to adjust one of the slicer.tga's ? or ring1_segment.tga or will that be no issue?

E2: Err, your edit beat my picture comment.
Last edited by Dawn : 10-27-09 at 05:07 AM.
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Unread 10-27-09, 04:39 AM  
zork
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Dawn its mathematically not possible to change the thickness dynamically because the ring_width of your segment texture will not change if you change the size in the code. (Because we are going to calculate SetTexCoords that will be applied to that texture)

If you set up a new segment texture its no problem to change the size. As I wrote: the size is bound to the texture used.

So if you make yourself alot of different segment files you can have alot of possible sizes (ring_width).

See this in the default config:
Code:
    hs.size = 256
    hs.texture = "Interface\\AddOns\\oUF_RingThing3\\media\\ring1_segment"
    ...
    hs.segmentsize = 128
    hs.outer_radius = 110
    hs.inner_radius = 90
This is going to match your ring texture.
256 = what a full ring would need in space (original texture)
segement = 128 (this must be ring_size/2 obiously)
now whats pretty cool is that your ring can be anywhere inside that segemt texture. You can define start and end of the ring radius for that segment.
If your ring is veeeery thick the values could look like:
Code:
    hs.size = 256
    hs.texture = "Interface\\AddOns\\oUF_RingThing3\\media\\ring1_segment"
    ...
    hs.segmentsize = 128
    hs.outer_radius = 110
    hs.inner_radius = 10
But this will only work if you have a segment texture with a ring segment that will match those values. Otherwise it will look Goofy.

Btw inner_radius must be >= 1.

To make this even more clear check those two segment textures:



The first segment has the values from above. The new one will have

Code:
    hs.size = 256
    hs.texture = "Interface\\AddOns\\oUF_RingThing3\\media\\ring2_segment"
    ...
    hs.segmentsize = 128
    hs.outer_radius = 109
    hs.inner_radius = 70
Btw...My picture below uses the same ring texture for both rings. The mana ring is just scaled and thus thinner on its own.
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Last edited by zork : 10-27-09 at 04:57 AM.
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Unread 10-27-09, 04:18 AM  
Dawn
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Not being able to play with the size also means the rings will always have the same thickness, right? Not? Because scaling means it gets larger (radius), but only a little thicker. For example, a thicker health and thinner mana bar with almost the same radius (like in your pictures below) is not really possible, is it? Just curious.
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Unread 10-26-09, 05:15 PM  
zork
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So I decided to give it a try.





Hopefully I can get it working .

TGA files are done now. Pretty happy with the outcome. Hmm...I really think this could work but we will see.



Notice for me:
272 / 512 = 0.53125 | 72 / 128 = 0.5625 | (0,0.53125,0,0.5625)
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Last edited by zork : 10-27-09 at 04:32 AM.
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Unread 10-26-09, 03:55 PM  
Saintvallen
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Love your potential final look picture.
It's just ouf together with squidframe or?
Because it could end up being used together with some bad ass KGpanels!
Especially with that "rough" look for the texture, i simply, love how it looks.
It can be class colored like rDiabloOrbs?
Last edited by Saintvallen : 10-26-09 at 03:56 PM.
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Unread 10-26-09, 01:54 PM  
zork
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New version is online.
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