Category: Graphic UI Mods
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Gello's Portal Bug Reports Feature Requests
Author:
Version:
1.82
Date:
10-14-2008 06:43 AM
Size:
9.79 Kb
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56,383
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Almost-Default Animated PortraiTs
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Options Panel
Adapt - Almost-Default Animated Portraits   Popular! (More than 5000 hits)
This small mod is an animated unit frames for (nearly) any UI.

Installation note for users of previous versions: You will need to exit the game and restart for new files to be recognized. If you install the mod while logged in, quit and log back in instead of reloading the UI.

__ New in 1.82 __
- Updated for 3.0 patch
- /adapt goes to options panel
__ New in 1.8 __
- Added an options panel (ESC to Game Menu->Interface->Addons->Adapt)
- Removed slash commands (options panel takes their place)
- Added option for full model portraits

When a mod requests a portrait to be drawn, this mod intercepts the request and instead draws a model to the dimensions of the intended texture, dynamically creating the model if one didn't exist for that texture yet.

In theory it should work with all mods that use SetPortraitTexture, including default, DUF, HitList, Elite Player Frame, etc.

This mod is meant to be configuration-free (especially if you use the default unit frames), but you can change some options by hitting ESC to the Game Menu, clicking Interface, then Addon tab at the top and Selecting Adapt.

Limitations:
  • There is no way to apply a real mask to a model. To make models fit into "circle" portaits, the square is shrunk to fit within the circle.
  • There is no way to know whether some portraits should be square while others circle. Choose which one you prefer overall.
  • There's not a lot of wiggle room for models to be under/over other frames/textures.
  • If a "circle" portrait is too small or too large, try "square". This mod doesn't watch for frames to resize and can't shift estimated circle boundries to moving anchors.
  • Some mods do wild things with frameStrata. This mod can't guarantee the background will show up or that the model will even be over the background instead of under. Try toggling the background on/off.
  • While this mod attempts to be universal, it can't guarantee it will work with every conceivable way that textures can be drawn/layered.
  Optional Files - Adapt - Almost-Default Animated Portraits
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  Comments - Adapt - Almost-Default Animated Portraits
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Old 04-24-2007, 07:31 AM  
Lombra
A Deviate Faerie Dragon
 
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Interface Author - Click to view interfaces

Forum posts: 19
File comments: 171
Uploads: 17
Confirmed.

However, there is apparently this new function
Quote:
* NEW - Frame:HookScript("name", function) - Exactly equivalent to hooksecurefunc(), but usable with frame script handlers. (Note that like hooksecurefunc(), this is not intended as a general hooking replacement, but to allow hooking of secure frame handlers.)
dunno if it can solve this anyhow, I tried replacing that hooksecurefunc() line with this

AdaptFrame:HookScript("SetPortraitTexture", Adapt.newSetPortraitTexture)

but is just said AdaptFrame has no SetPortraitTexture function. If anyone with some more knowledge would look into it
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Old 04-18-2007, 10:13 AM  
Dridzt
A Frostmaul Preserver
Interface Author - Click to view interfaces

Forum posts: 279
File comments: 411
Uploads: 37
Adapt 1.7.1 crashes the PTR 2.1.0 client (on loading).

Only happens after the 1st ptr patch: client build 6592 (and onward?)
PTR 0.1.0.6577 = Adapt works fine.
PTR 0.1.0.6592 = client crashes.
Tested with Adapt loaded only (no other addons).
And adding Adapt to other addons.
WoW client crashes with a "fatal exception" error at the end of the loading progress bar.

Edit: Followup.
1. comment out hooksecurefunc("SetPortraitTexture",Adapt.newSetPortraitTexture)
2. enter world normally.
3. alt-tab, edit the hook back in.
4. ReloadUI.
Adapt works ok... (?)
Edit: Followup #2.
Changing this:RegisterEvent("PLAYER_LOGIN") to
this:RegisterEvent("PLAYER_ENTERING_WORLD")
and moving hooksecurefunc("SetPortraitTexture",Adapt.newSetPortraitTexture)
from .OnLoad() to .OnEvent() stops the client crashing and Adapt seems to be working but still occasionally causes "fatal exception" type errors to the client.

This is obviously not a bug report, Adapt works great on the current Live Realms.
Just a little advance notice for the future

Last edited by Dridzt : 04-21-2007 at 08:01 AM.
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Old 04-01-2007, 07:28 AM  
Sok
A Kobold Labourer

Forum posts: 0
File comments: 1
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I play an Undead male a lot and i have noticed that half of his face is cut off in the potrait. I think this has some thing to do with how the undead slouch over instead of standing up straight. Am I the only one having this problem? Or is any one else having it? If I can fix it how do i do that? (may be changing the coordinates for the undead model to the left some more?)

Last edited by Sok : 04-03-2007 at 07:55 AM.
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Old 11-14-2006, 06:49 AM  
Kuri
A Kobold Labourer

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File comments: 1
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can u help me pls

pls what addon i need for complete working adapt? CT_UNIT FRAMES or?
I try Adapt without any addon and my portrait havent texture :-(

I only want animated portraits..


tnx for any help
am new here

Last edited by Kuri : 11-14-2006 at 07:02 AM.
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Old 08-31-2006, 09:28 AM  
Poena
A Kobold Labourer

Forum posts: 0
File comments: 1
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Wow... what a great little mod here

I LOVE having the animated textures in the windows... although targetoftarget is a little annoying with the constant resets (I'm guessing the ui tests every couple of seconds to see what your target is targeting, hence refreshing the window and causing the "stutter")

I used the /adapt list command though, and disabled that frame - viola! Perfect!!

Thanks again Gello... really love this

Last edited by Poena : 08-31-2006 at 10:05 AM.
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Old 08-27-2006, 07:25 PM  
Kabuto-eu
A Kobold Labourer

Forum posts: 0
File comments: 8
Uploads: 0
The offset for the portrait on the Blizzard built in 'ready check' is incorrect. Sometimes. Trying to track down what causes it.

Last edited by Kabuto-eu : 08-28-2006 at 06:12 AM.
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Old 08-24-2006, 03:38 PM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 407
File comments: 136
Uploads: 65
Oops yeah I can see the : being a problem. In retrospect the name of this mod is ridiculously long. I should probably just shorten it to 'Adapt'

On the GUI, if/when it's made it would include options for background. My secret wish is for some more camera position controls that can run off SetCamera(0). Then a GUI would definitely be useful. Unfortunately I'm far from bored lately, especially this past month, but we'll see. I enjoy writing GUIs.
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Old 08-24-2006, 01:31 AM  
Naiji
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If you get bored or something, you could make a GUI. I don't see it being important at the moment, however.

I was wondering if you could possibly add the option of having a black background along with the class-based colors and no background options. Either that or perhaps some sort of brightness adjustment on the colors.

Thanks for keeping this going!
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Old 08-23-2006, 07:43 PM  
DSanai
A Wyrmkin Dreamwalker
 
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Forum posts: 50
File comments: 114
Uploads: 8
Note: The colon in the filename here breaks several links on the site to get to this page. I had to manually construct the URL to get to it. Consider changing it to a hyphen.
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Old 06-22-2006, 07:48 PM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 407
File comments: 136
Uploads: 65
I was making an elaborate GUI but decided to scrap it. This is hopefully set up once and forgotten. In 1.4, /adapt list will shown frames that are not animated as well as frames it's been asked to animate that session.

If there's real demand for a GUI let me know.

Last edited by Gello : 06-22-2006 at 07:49 PM.
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Old 06-21-2006, 10:16 AM  
bobllama
A Defias Bandit

Forum posts: 0
File comments: 3
Uploads: 0
Quote:
Originally posted by Gello
I was going to add a small GUI to configure since lists and slash commands don't work well, but if one doesn't happen by this weekend I'll post what I have.
I appreciate it.
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Old 06-20-2006, 09:49 PM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 407
File comments: 136
Uploads: 65
I don't know how to explain this well, but I can't list frames for you. Do you use default unit frames? Every portrait has its own unique name. Discord can't use the default UI's names, CTMod has its own names, Perl has its own, etc, etc.

The mod won't have a built-in list either. This mod sits between the UI and mods, intercepting requests and then changing texture requests to model requests.

Think of it as being a postal worker going into work and then answering "who's getting what mail today?" You don't know until the stuff is sorted out.

I was going to add a small GUI to configure since lists and slash commands don't work well, but if one doesn't happen by this weekend I'll post what I have.
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Old 06-19-2006, 03:54 PM  
bobllama
A Defias Bandit

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Sweet, ty.

In the meantime, any chance of just telling us here what the names are so I can get my UI finalized?

Thanks a bunch and nice addon!

Edit: Um... Guess what with 1.11 out it's a moot point.

Last edited by bobllama : 06-20-2006 at 04:38 PM.
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Old 06-19-2006, 07:15 AM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 407
File comments: 136
Uploads: 65
I'll add the list of frames it's already animating in /adapt list. That should help a bit. The mod is ~275 lines of code and doesn't have any knowledge of the unit frames it's changing.

When you /adapt unanimate or /adapt animate, and there is no change on next login, it's likely that the frame isn't a texture. I'll add a check if a frame is a texture before allowing the frame to be blacklisted.

Quote:
Originally posted by bobllama
So you mention you can disable certain frames, but we need the names which aren't listed...

Also, by guesswork I managed to unanimate pet, party, player and targetoftarget, yet they are all still animated (/adapt list shows all those listed)...

What am I doing wrong?
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Old 06-18-2006, 07:53 PM  
bobllama
A Defias Bandit

Forum posts: 0
File comments: 3
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So you mention you can disable certain frames, but we need the names which aren't listed...

Also, by guesswork I managed to unanimate pet, party, player and targetoftarget, yet they are all still animated (/adapt list shows all those listed)...

What am I doing wrong?
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