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| Compatibility: | Thunder Isle (5.2) Landfall (5.1) Mists of Pandaria (5.0.4) |
| Updated: | 05-17-13 11:27 AM |
| Created: | 07-01-12 09:49 AM |
| Downloads: | 29,157 |
| Favorites: | 215 |
| MD5: | |
| Categories: | Graphical Compilations, Suites, Minimalistic Compilations, Healer Compilations, Generic Compilations |




File Name |
Version |
Size |
Author |
Date |
2.3.1.5 |
12MB |
Mayron |
05-07-13 12:31 AM |
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2.3.1 |
12MB |
Mayron |
05-03-13 11:25 AM |
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2.3.0 |
12MB |
Mayron |
04-08-13 01:17 PM |
|
2.2.3 |
12MB |
Mayron |
04-01-13 06:04 AM |
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Comment Options |
| Sybex23 |
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| contramundi |
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| Mayron |
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I totally forgot about the healer layout, and indeed it would be unwise to parent it to something thats used into 1 layout and not in another.
The new layout looks good as well, however i would personally stick with the earlier one 1) because it looks awesome already 2) the bar with the name/level/etc just completes the artwork, if you remove it, it just doesn't feel the same ![]() 3) the castbar is at a good place, and has a good size to see any information you want to get from it at a quick glance. All in all, if you ask me, there's too much you need to alter because of the empty artwork, that i personally would say, leave it as it is there's not enough people having issues with it to put in a lot of time and effort ![]() that said, just put in a funny looking picture of something wow related that gets covered by the unitframe at the right side when targetting something quickest and easiest solution to the emptiness. |
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| contramundi |
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Last edited by Mayron : 09-19-12 at 01:16 PM.
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| Mayron |
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I have been working on another idea. I have not read your comment yet but what about this:
![]() Does this look good or is this just making it more ugly? The empty space below grid is for the player cast bar. .
Last edited by Mayron : 09-19-12 at 12:22 PM.
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| Mayron |
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after reading your comment, true, i've somewhat failed to notice where the bar with the name is..... my fault. As said earlier i was commenting from the pictures i had in my mind. It looked a lot easier than now i've gotten the client in front of me as well.
and after looking at how everything generally looks, the only thing i could change if people started complaining (wich i'm honestly not doing because i'm fine with everything artworky :P):- change the location of the expand button (because it would look ugly after below has been done ![]() - cut the artwork behind the unitframes into 2 seperate pieces (so artwork behind targetoftarget and enemy frame is 1 piece, and the part behind the player is also 1 piece) - parent left behind player - parent right behind target its actually the only simple thing to do, without having to mess around with too much stuff ^^ about the bars, getting a bit back into all of this modding stuff, should be easy enough to change myself and making a backup of the kgpanels/bartender.lua should suffice for future updates ![]()
Last edited by contramundi : 09-19-12 at 11:50 AM.
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| contramundi |
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finding framenames:
easy as counting to 1 : Code:
/framestack (btw, names for qaurtz are: Quartz3CastBarPlayer and Quartz3CastBarTarget, and for the unitframes: SUFUnitplayer / SUFUnittarget) about the druid, i'm at a loss, i've got almost no spells on my action bars 7-9 (been balance/resto since wrath) however from the spells wich i still do have i figured out the following order that bartender used to use in the past for me: bar 7: stealth (rogue and druid) bar 8: cat form bar 9: bear? bar 10: moonkin (apparently since i've got my moonkin spells on that one) bar 7 and 10 are active bars in your compilation, while bar 2, 5 and 6 aren't used yet. Is it a viable solution to switch out bar 7-9-10 for bar 2-5-6 in your UI? As said earlier, i don't know how your setup is regarding the action bars, and i really don't want to mess up your current interface :P, but switching around those 3 bars should make the UI more general for all classes. edit: after reading your comment, true, i've somewhat failed to notice where the bar with the name is my fault. As said earlier i was commenting from the pictures i had in my mind. It looked a lot easier than now i've gotten the client in front of me as well.
Last edited by contramundi : 09-19-12 at 11:35 AM.
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| contramundi |
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| Mayron |
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it shouldn't be that hard though, i've acomplished something similar a few years ago when i was building my own UI.
just like how you can parent/anchor artwork in kgpanels to bartender, there's a similar way to do this with quartz or any other similar addon as far as i remember. However, its been a long while since i've used kgpanels, been using elvui for a long while now , but your UI was basically the first who could draw my attention longer than 5 seconds ![]() In the past i used a script to figure out the name of the frame my mouse was hovering over, i don't know if that script still works (or what it was), but basically just put it in a macro, put it on your action bar and press the button when your mouse is hovering over a frame. Sometimes its only the "title" bar that gives a result, but in the end, if you parent/anchor it to that and it should stick. just anchoring/parenting (both) to for example quartz enemy cast bar, should make the art appear when the castbar appears and dissapear when not needed. It should still be possible to have the script working as it should, i'm gonna load up wow in a short while and look into the action bars, also how it behaves on the druid and wich bars are sort of used for different stances/shapeshifts, anchoring the artwork to the top-left bar, and instead use a different bar should be a viable solution as well. I don't know how your action bar layout is, so i i don't really want to mess up your interface :P. |
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| contramundi |
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Re: Re: Re: Re: Suggestions
I wanted to say that I did not want to have the main bottom art work parented to the target frame and one for the player frame because when there is no target, there would be no art and so I thought it would look very uneven to see all the art only visible on the left hand side. That to me would look very odd and when you go into combat, it would feel like the UI would be changing all the time. The problem I have with making art just for the cast bar so it disappears when there is no target is that the unit frame name with the art behind it would then be floating on its own since below it is where the cast bar goes. I should simply place the cast bar with no art on top but this would not look very nice as the class timers would then not be resting on top of the UI art and I do not think it would look as nice. To sum it up I do not know how I could parent the art to hide when there is no target or cast bar without making it look like a mess where UI elements are positioned in odd places such as the name text with its background art. The action bar question is tricky since I have it parented to the top left bar so that when the bar disappears, the art does as well. If I have it parented to the bottom bar 1, I would need to use a more complexed script to have it hidden onload. Definitely should be possible and I will investigate into this ![]()
Last edited by Mayron : 09-19-12 at 09:09 AM.
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| Mayron |
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Re: Re: Re: Suggestions
Mayron,
fantastic work on the UI, simply loving it. but i'm generally agreeing with rammoth. instead of having 1 fixed background, looking partially empty when not casting / targeting, why not split up that piece of artwork into 4 seperate pieces: 1) artwork parented to player uf 2) artwork parented to player castbar, showing when you cast 3) artwork parented to target castbar, showing when target casts something 4) artwork parented to target unitframe. this way only the artwork behind the player uf will be persistent and the rest will be hidden when its not needed. Or just split it up into 3 parts, left half player and right half target, and artwork parented to the quartz enemy castbar (no caster no artwork). and where the player castbar will be shown just put in some general stuff like amount of gold or other things that people don't really need to look at when fighting :P Also, i'd like to make a suggestion, but as i'm not at my home computer right now i'm not quite sure if its 100% accurate what i'm saying. The artwork behind the bottom action bars is parented to the top left action bar, is it possible to link this to bar 1 (the bottom left one)? It makes it easier to swap action bars that way as action bar 1 is always used for all classes, but i believe bar 6 - 10 are used for class specific things, in wich worst case scenario is a druid: moonkin - boomkin - bear - cat and stealth. (dunno if mop changed anything about that, although i think boomkin uses action bar 1 since cata instead of having a seperate one) Generally in my setups i never use bar 6 - 10 because then i can use a general profile for all my characters. Otherwise i have to make a special one for my druid :P I have to confirm it myself wich bars are actually still being used for the different druid shapeshifts, but using that class as a reference into wich action bars to ignore, should basically do the trick for all of classes. If needed i'll get back to you on the actual bars, but if its possible to just parent the artwork to bar 1 instead of the other, it would make my life so much easier in future updates ![]() I just got back into the game after a long vacation from it (ofc occasional beta play but no live) but i remember from the past that if you want to generalise a compilation for (almost) all classes, there's a few bars to ignore, but then again, all could've been changed now ![]() |
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| contramundi |
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A Kobold Labourer
Forum posts: 0
File comments: 4
Uploads: 0
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Re: Re: Great UI
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| Miamerc |
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Re: Great UI
When you say the recount info. Do you mean the entire window or just the data? Make sure it is set to Damage done and not Healing done if so (right click the title to get the list of options). I know these are very basic solutions but that is all I can suggest.
Last edited by Mayron : 09-17-12 at 12:22 AM.
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| Mayron |
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A Kobold Labourer
Forum posts: 0
File comments: 4
Uploads: 0
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Great UI
I love this UI the only problem is it doesnt show the Recount info. It shows up in the Addons but when i log in i cant see the Stats on my screen? any suggestions
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| Miamerc |
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