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Warlords of Draenor Pre-Patch (6.0.3)
Updated:10-29-14 11:04 PM
Created:unknown
Downloads:77,163
Favorites:232
MD5:
Categories:Graphic UI Mods, Unit Mods
6.0.3
Adapt - Almost-Default Animated Portraits  Updated Today!  Popular! (More than 5000 hits)
Version: 2.0.14
by: Gello [More]
This small addon animates the unit frames 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. There's not a lot of wiggle room to create a universal overlay to trim the corners but it is something being investigated.

Q: What's an "anonymous portrait"?
A: When this addon was first written in 2006 over seven years ago, 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.
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 (12)
File Name
Version
Size
Author
Date
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


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Unread 04-19-06, 01:21 PM  
K.Rool
A Murloc Raider
 
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Forum posts: 7
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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 04-21-06, 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 04-21-06, 05:19 PM  
svartalfimposter
A Wyrmkin Dreamwalker
 
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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 04-25-06, 12:26 AM  
K.Rool
A Murloc Raider
 
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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 04-29-06, 02:39 PM  
Gello
A Scalebane Royal Guard
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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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Unread 04-30-06, 12:29 AM  
Theondry
A Deviate Faerie Dragon
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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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Unread 05-02-06, 06:54 PM  
thereisnocowlevel
A Kobold Labourer

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nice addon....
thanks gello
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Unread 05-06-06, 06:07 PM  
NiGHTsC
A Murloc Raider

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/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 : 05-06-06 at 06:34 PM.
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Unread 05-08-06, 01:09 AM  
Keqin
A Kobold Labourer

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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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Unread 06-11-06, 05:35 PM  
Kevlar
A Kobold Labourer

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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 : 06-11-06 at 05:45 PM.
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Unread 06-11-06, 07:25 PM  
fred
A Cobalt Mageweaver

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Error: Interface\AddOns\Adapt\Adapt.lua:50: attempt to index field `DontUse' (a nil value)
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Unread 06-12-06, 10:36 AM  
Gello
A Scalebane Royal Guard
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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.

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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Unread 06-18-06, 05:53 PM  
bobllama
A Defias Bandit

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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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Unread 06-19-06, 05:15 AM  
Gello
A Scalebane Royal Guard
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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.

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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Unread 06-19-06, 01:54 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 : 06-20-06 at 02:38 PM.
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