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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:
56,379
Favorites:
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 04-09-2006, 03:19 PM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 407
File comments: 136
Uploads: 65
When you do /adapt refresh does it say back:ON ?
If so, do "/adapt back" once and you should no longer need to do it.
If it says back:OFF can you describe the background? Is it colored with a slight gradient or solid black?
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Old 04-09-2006, 03:15 PM  
Theondry
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 9
File comments: 52
Uploads: 2
I've been using this with DUF and really enjoy it.

However, I have to type "/adapt refresh" after very login to make the background go away.

Is this as-intended?
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Old 04-08-2006, 06:43 PM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 407
File comments: 136
Uploads: 65
Yeah I noticed that before. The game has no defined camera angle for a head shot on those models. So they'll remain full-body models until a camera angle is defined.
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Old 04-08-2006, 05:15 PM  
svartalfimposter
A Wyrmkin Dreamwalker
 
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Forum posts: 49
File comments: 22
Uploads: 0
Male Blood Elves, such as Mathredis Firestarter in Flame Crest and the Blackwing Spellbinders in BWL show as a wide shot, a full-model (shrunken to fit the frame) instead of a close-up portrait.



Great mod!

Last edited by svartalfimposter : 04-08-2006 at 05:45 PM.
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Old 04-03-2006, 05:00 PM  
Tsurani
A Black Drake
 
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Interface Author - Click to view interfaces

Forum posts: 81
File comments: 19
Uploads: 2
changelog?
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Old 04-02-2006, 07:57 AM  
luzienne
A Defias Bandit

Forum posts: 2
File comments: 1
Uploads: 0
Installed it today... wow, this is the easiest and best 3d frame mod I have seen, thank you!

And thanks for the DUF fix too

Last edited by luzienne : 04-02-2006 at 07:57 AM.
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Old 04-01-2006, 06:56 PM  
FlareCDE
A Deviate Faerie Dragon
 
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Interface Author - Click to view interfaces

Forum posts: 14
File comments: 7
Uploads: 1
Ok, been using the latest version (1.2) with DUF. I had to download from ui.worldofwar.net because the admins here hadn't approved it, if that matters any.

I've noticed a few issues, not sure if they are DUF or ADAPT related. Self, Target, and ToT work wonderfully with square option. Background seems to do nothing, but I'm using a background through DUF. Circle makes it huge, way larger than the frame, but it's not a big deal for me because I wanted it square anyways. Looks awesome otherwise.

But there's a problem with the party portraits. They all show me (as opposed to my party), and the normal 2d portrait is appear above them. I can fiddle with the portrait object's layer in DUF to drop it below, but then I just get five copies of myself. Not sure if this is a DUF issue or not. I thought it was working fine with the previous version.
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Old 03-26-2006, 03:12 PM  
Khazaro
A Defias Bandit
 
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Interface Author - Click to view interfaces

Forum posts: 2
File comments: 5
Uploads: 4
Quote:
Originally posted by Gello
Ah yeah the frame MokaPetFrame is set to be the lowest frameStrata possible ("BACKGROUND").

I wanted to avoid messing with other mod's frameStrata, but it may be unavoidable. I'll have the mod bump up a frame from "BACKGROUND" to "LOW" perhaps.

In the meantime if you edit line 66 of MokaPetFrame.xml and change frameStrata="BACKGROUND" to frameStrata="LOW" it should work.
Nah, it wont work, see i want the pet frame in Moka Pet Frame to be Animated to :P its still in 2D flat

I tried the Coding but it didnt work
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Old 03-26-2006, 11:30 AM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 407
File comments: 136
Uploads: 65
Quote:
Originally posted by Kazil
it dosnt work, its the same problem as in 1.9.4, the pet animated portrait is not showing
Ah yeah the frame MokaPetFrame is set to be the lowest frameStrata possible ("BACKGROUND").

I wanted to avoid messing with other mod's frameStrata, but it may be unavoidable. I'll have the mod bump up a frame from "BACKGROUND" to "LOW" perhaps.

In the meantime if you edit line 66 of MokaPetFrame.xml and change frameStrata="BACKGROUND" to frameStrata="LOW" it should work.
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Old 03-26-2006, 10:23 AM  
Khazaro
A Defias Bandit
 
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Interface Author - Click to view interfaces

Forum posts: 2
File comments: 5
Uploads: 4
Quote:
Originally posted by Gello
If you have a character on test, try the "beta" of this mod ( http://www.wowinterface.com/download...fo.php?id=4730 ) and see if works with Moka Pet Frame. Let me know how it works. In theory the beta should work with any mod that draws portraits. (It relies on stuff in 1.10 so it won't work on live servers until patch)
it dosnt work, its the same problem as in 1.9.4, the pet animated portrait is not showing
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Old 03-22-2006, 11:02 PM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 407
File comments: 136
Uploads: 65
If you have a character on test, try the "beta" of this mod ( http://www.wowinterface.com/download...fo.php?id=4730 ) and see if works with Moka Pet Frame. Let me know how it works. In theory the beta should work with any mod that draws portraits. (It relies on stuff in 1.10 so it won't work on live servers until patch)
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Old 03-22-2006, 05:47 PM  
Khazaro
A Defias Bandit
 
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Interface Author - Click to view interfaces

Forum posts: 2
File comments: 5
Uploads: 4
Let this one work with Moka Pet Frame! plz :p

Can you try to let this work with Moka Pet Frame?

You have made a cool addon no bugs so far

Last edited by Khazaro : 03-22-2006 at 05:48 PM.
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