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
Downloads:
56,395
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222
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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 06-12-2006, 12:36 PM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 407
File comments: 136
Uploads: 65
Is anyone else getting that error?

This will definitely fix it: /script Adapt_Settings = nil ReloadUI()

If anyone else is getting an error I'll put in a check for that and post an update.

Quote:
Originally posted by fred
Count: 1
Error: Interface\AddOns\Adapt\Adapt.lua:50: attempt to index field `DontUse' (a nil value)
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Old 06-11-2006, 09:25 PM  
fred
A Chromatic Dragonspawn

Forum posts: 188
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Count: 1
Error: Interface\AddOns\Adapt\Adapt.lua:50: attempt to index field `DontUse' (a nil value)
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Old 06-11-2006, 07:35 PM  
Kevlar
A Kobold Labourer

Forum posts: 1
File comments: 8
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suggestion for a future release:
allow us to change the background color of portraits?
id like to use a better color than drab green

great work!

oh and also, might it be possible to get it to work with LucenUnitFrames? http://www.wowace.com/forums/index.php/topic,1091.0.html
right now the outline of the circle/square shows up but is hidden behind the normal portrait the unitframe addon uses.

Last edited by Kevlar : 06-11-2006 at 07:45 PM.
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Old 05-08-2006, 03:09 AM  
Keqin
A Kobold Labourer

Forum posts: 0
File comments: 1
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Do it for Nymbia's Perl Unitframes and it will be great man.

Keep at the good work!
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Old 05-06-2006, 08:07 PM  
NiGHTsC
A Murloc Raider

Forum posts: 7
File comments: 9
Uploads: 0
/adapt back - doesn't work ?
Also ,can you add an option that we can move the Model closer ?
can we have another option to disable/enable the addon ?

Last edited by NiGHTsC : 05-06-2006 at 08:34 PM.
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Old 05-02-2006, 08:54 PM  
thereisnocowlevel
A Kobold Labourer

Forum posts: 0
File comments: 1
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nice addon....
thanks gello
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Old 04-30-2006, 02:29 AM  
Theondry
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 9
File comments: 52
Uploads: 2
interesting "feature"

When the UI displays the generic race/sex portrait because a unit is too far away, the animated portrait for my own avatar is visible behind the static, Bizz generated one.

Note, this is using DUF and square portraits.

I'm not suggesting that this needs a fix... just wanted to point it out.
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Old 04-29-2006, 04:39 PM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 407
File comments: 136
Uploads: 65
I don't have the ability to test this for at least a week. But I thought I'd just add a comment here: If this mod doesn't work well with your unit frames, then look for another solution. I'll be the first to admit there are likely bugs, but the inability of every single unit frame in existence to work flawlessly with this is not a bug but just an expression of the fact that portraits can be drawn in many ways that are unique and break. FrameStrata, overlays that cover portraits, redraws that happen every .3 seconds, etc. are beyond this mod's ability or intent to handle.

This mod changes 2d portraits to 3d in as universal a method as possible. It can't account for every possible way unit frames are drawn. The default unit frames will always be the gold standard.
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Old 04-25-2006, 02:26 AM  
K.Rool
A Murloc Raider
 
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Forum posts: 7
File comments: 19
Uploads: 0
The fun thing is:
All the bugs seem to only happen with CTUnitFrames, yet OTOH CTUF is the "smallest" approach to showing HP/Mana I can find, tbh...

Oh wait. Search ui.worldofwar.net for TargetInfo. Ok, will try that, it looks to be the really minimalistic thing :P


Again, woooot Gello for making this kickass addon!
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Old 04-21-2006, 07:19 PM  
svartalfimposter
A Wyrmkin Dreamwalker
 
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Forum posts: 49
File comments: 22
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Re: Problems with CT Unitframes

Quote:
Originally posted by K.Rool
I got this weird thing with CTUF:
When I have just clicked someone, and it's 3D Portrait showed, and I then click someone where it should default to the 2d Image (like, different zone), it draws the "old" 3D - normally wrong player then - over the 2D image.

Can anyone explain me how to haxxor the FrameStrata stuff in CTUF to solve this?
I have this also. In addition, on a vendor chat window the background appears *behind* what's on the regular UI it needs bringing up one layer (or however it's drawn).

On another note, is it just me or does the image clip quite a lot, not quite fitting into the circle of the default frames. The bottom of the image doesn't reach the bottom of the circle, the right hand side doesn't quite reach the edge of the circle either. These minor issues are a bit of an annoyance, but just a minor nagging issue. Great addon!
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Old 04-21-2006, 05:29 PM  
abcfox
A Kobold Labourer

Forum posts: 0
File comments: 3
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Oh wow

I've been looking for this EXACT mod forever, and I've finally found it!
hope it works omg
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Old 04-19-2006, 03:21 PM  
K.Rool
A Murloc Raider
 
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Forum posts: 7
File comments: 19
Uploads: 0
Problems with CT Unitframes

I got this weird thing with CTUF:
When I have just clicked someone, and it's 3D Portrait showed, and I then click someone where it should default to the 2d Image (like, different zone), it draws the "old" 3D - normally wrong player then - over the 2D image.

Can anyone explain me how to haxxor the FrameStrata stuff in CTUF to solve this?
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Old 04-15-2006, 12:38 PM  
Theondry
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 9
File comments: 52
Uploads: 2
I think I figured out my problem

Solved by just deleting the sv file for it. I'd upgraded from the pre-1.10 to the post-1.10, so perhaps old values were sitting around.

Everything works fine again.

Kenpatt, I'm using ADAPT with DUF with no difficulties. Have you updated your version of DUF from his website? (though I had it working with the version previous to his current, as well.)
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Old 04-12-2006, 07:42 PM  
kenpatt
A Kobold Labourer

Forum posts: 0
File comments: 1
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For some reason, I cannot get this to work with DUF. Any portraits that I tell DUF to show just appear as regular portraits. The mod works with the default frames, however, my client won't recognize any /adapt commands, and I am sure I have the mod enabled.
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Old 04-11-2006, 07:56 PM  
Theondry
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 9
File comments: 52
Uploads: 2
(sorry I took so long to reply)

When I refresh, it asserts that it was off to begin with. the background is a solid colour, which appears to be class-related, i.e., paladins are pink, warlocks were kind of purplish, druids were orange, etc.
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