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Updated: 01-21-16 09:16 PM
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Minor patch (6.2.3)
Updated:01-21-16 09:16 PM
Created:unknown
Downloads:81,963
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Categories:Graphic UI Mods, Unit Mods

Adapt - Almost-Default Animated Portraits  Popular! (More than 5000 hits)

Version: 2.1.0
by: Gello [More]

This small addon animates the static portraits of (nearly) any UI.

When the UI goes to draw a static portrait, this addon instead draws an animated model to the dimensions of the intended portrait.

Adapt is meant to be configuration-free (especially if you use the default unit frames), but there are some options you can change in the Interface Options Panel.

__ FAQ __

Q: Will it work with my custom unit frames?
A: If your existing unit frames are static portraits and not models already, yes it should. The universal approach this addon takes will attempt to convert any 2d portrait texture into a 3d model (if it's bigger than 30 pixels). However, if Adapt already came with the unit frame addon or UI compilation you use, you may need to get an updated version of that addon/compilation if it made any tweaks to portraits/Adapt.

Q: It's not working or there's a bug.
A: I'd love to hear about it in the comments. Please mention what Unit Frame addon or UI compilation you use.

Q: I use circular unit frames (like default), but when I look closely the model cut off as a square! Can the model be fit into a true circle?
A: Sadly, it can't. Addons have no genuine way to mask models. For circular unit frames the model is shrunk to fit within the circle.

Q: What's an "anonymous portrait"?
A: When this addon was first written in 2006, practically everyone named all their textures(portraits). Nowadays it's more common for textures to go unnamed as a courtesy to the UI ecosystem. For anonymous portraits you can only turn them all on or off, unlike named portraits which you can selectively disable.

Q: I want to disable my default focus frame from animating, but I don't see it in the options list.
A: The list in options is only of portraits it's encountered in that session (and those already disabled). Adapt has no awareness of what frames it will be asked to draw until it encounters them. So in this case you can /focus yourself and then when you go back into options the focus frame should be listed so you can disable it.

01/21/2016 version 2.1.0
- Rewrote options panel.
- Restructured settings (some with non-standard settings may need to set them back).
- Added new option "With Overlay Mask" to add a circular texture over models to soften the corners and make them more round.
- Added new option "Smaller Portrait" to bring round portraits in even further.
- "Torso Portrait" mode reworked: model turned to "default rotation" and zoomed in just a bit for a more natural view.
- "Full Model" mode zoomed in a bit.
- All animations now (theoretically) use a standing animation without idle animations (such as undead going off camera).
- Fixed camera issue when changing the UI scale or display size.

2.0.17 01/15/16 brought corners in slightly for "circle" portraits
2.0.16 06/23/15 toc update for 6.2 patch
2.0.15 02/24/15 toc update for 6.1 patch
2.0.14 10/30/14 fix for frames being removed from blacklist staying on blacklist
2.0.13 10/29/14 fix for achievement comparison portrait
2.0.12 10/14/14 toc update for 6.0 patch
2.0.11 4/9/14 torso portrait option
2.0.10 10/27/13 fix for blacklisted portraits belonging to an addon that later gets disabled
2.0.9 09/11/13 toc update for 5.4 patch
2.0.8 05/21/13 toc update for 5.3 patch
2.0.7 04/04/13 added blacklist cache, removed debug code
2.0.6 03/30/13 rewrite
- portraits indexed by the texture itself, not the texture name
- instead of a frame with back and model drawn off it, back and model drawn straight to parent of original texture.
- useParentLevel inherited by models
- setCamera replaced with SetPortraitZoom
- instead of reacting to every SetPortraitTexture, a SetUnit done only if the GUID changed. At the same time, if a UNIT_MODEL_CHANGED happens, every portrait of that unit will be updated at a lower priority update.
- rebuilt options frame
1.92 08/28/12 fixed _ tainting
1.91 08/27/12 5.0 (Mists of Pandaria) update
1.9 09/02/10 4.0 (Cataclysm) support, TargetFrameToTPortrait defaulted DontUse
1.82 10/08/08 scroll fix, /adapt goes to options panel
1.81 08/08/08 updated for WotLK (toc, this->self)
1.8 04/12/08 moved options to new interface options, added full model option
1.71 01/12/07 fixed initialization
1.7 01/11/07 fixed taint issue with default ToT
1.6 10/04/06 edits for lua 5.1
1.5 08/21/06 changed DressUpModel to PlayerModel, moved SetCamera OnUpdate to OnShow
1.4 06/22/06 disabled mouse on portraits, added known frames to /adapt list
1.3 06/11/06 /adapt animate/unanimate options, visibility fix by Lafiell, attempt at more flexibility with frameStrata
1.2 04/01/06 slash options added for circle/square portraits and background
1.0 03/19/06 initial release
Optional Files (0)


Archived Files (16)
File Name
Version
Size
Author
Date
2.0.17
12kB
Gello
01-15-16 12:12 PM
2.0.16
12kB
Gello
06-23-15 07:51 AM
2.0.15
12kB
Gello
02-24-15 06:17 AM
2.0.14
12kB
Gello
10-29-14 11:04 PM
2.0.13
12kB
Gello
10-29-14 09:53 AM
2.0.12
12kB
Gello
10-14-14 06:28 AM
2.0.11
12kB
Gello
04-09-14 07:31 PM
2.0.10
10kB
Gello
10-27-13 03:21 PM
2.0.9
10kB
Gello
09-11-13 10:12 AM
2.0.8
10kB
Gello
05-21-13 11:18 AM
2.0.7
10kB
Gello
04-04-13 11:32 AM
2.0.6
10kB
Gello
03-29-13 11:24 PM
1.92
12kB
Gello
08-28-12 04:36 PM
1.91
12kB
Gello
08-27-12 08:34 PM
1.9
12kB
Gello
01-30-12 06:53 AM
1.82
10kB
Gello
10-14-08 04:43 AM


Post A Reply Comment Options
Unread 04-25-06, 12:26 AM  
K.Rool
A Murloc Raider
 
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Forum posts: 7
File comments: 19
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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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Unread 04-21-06, 05:19 PM  
svartalfimposter
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Re: Problems with CT Unitframes

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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Unread 04-21-06, 03:29 PM  
abcfox
A Kobold Labourer

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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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Unread 04-19-06, 01:21 PM  
K.Rool
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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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Unread 04-15-06, 10:38 AM  
Theondry
A Deviate Faerie Dragon
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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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Unread 04-12-06, 05:42 PM  
kenpatt
A Kobold Labourer

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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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Unread 04-11-06, 05:56 PM  
Theondry
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(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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Unread 04-09-06, 01:19 PM  
Gello
A Firelord
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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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Unread 04-09-06, 01:15 PM  
Theondry
A Deviate Faerie Dragon
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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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Unread 04-08-06, 04:43 PM  
Gello
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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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Unread 04-08-06, 03:15 PM  
svartalfimposter
A Wyrmkin Dreamwalker
 
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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 : 04-08-06 at 03:45 PM.
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Unread 04-03-06, 03:00 PM  
Tsurani
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changelog?
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Unread 04-02-06, 05:57 AM  
luzienne
A Defias Bandit

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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 : 04-02-06 at 05:57 AM.
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Unread 04-01-06, 05:56 PM  
FlareCDE
A Deviate Faerie Dragon
 
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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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Unread 03-26-06, 02:12 PM  
Khazaro
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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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