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Updated: 07-19-16 12:53 AM
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Legion Pre-Patch (7.0.3)
Updated:07-19-16 12:53 AM
Created:05-13-12 02:05 PM
Downloads:25,665
Favorites:123
MD5:
7.0.3

MiirGui Texture Pack [Grey]  Updated this week!  Popular! (More than 5000 hits)

Version: 4
by: Neza [More]



MiirGui Texture Pack is a texture replacement mod that replaces the default user interface.
There is a optional Icon Pack.



When updating from an older version delete all files created by the MiirGui Texture Pack in
your Interface folder.
Then proceed to paste the content of the zip file into the interface folder.
It should look like this.



If you find any bugs or missmatching graphics, please use the comment section of this page.



The Store looks pretty rubbish because addon access is restricted.



Copyright 2011-2016 Miiru

The contents of this addon, excluding third-party resources, are
copyrighted to its authors with all rights reserved.

## Changes in Legion version ##

## Miirgui Addon ##

The miirgui addon file structure has been reviewed. All files have been rewritten to account for legion changes.

The m_fontify function has been introduced to improve readability

Miirgui_Icons has been removed. It has been integrated into the main addon.

## AchievementFrame ##

added:

miirgui_ach_ship.tga
UI-ACHIEVEMENT-SHIELDS.blp
UI-ACHIEVEMENT-SHIELDS-NOPOINTS.blp
UI-Achievement-Progressive-Shield.blp

changed:

UI-Achievement-Borders.blp
UI-Achievement-Header.blp
UI-Achievement-ComparisonHeader.blp
UI-ACHIEVEMENT-PLUSMINUS.BLP
UI-Achievement-Guild.blp

removed:

miirgui_shield.blp
UI-Achievement-Parchment-Horizontal-Desaturated.blp
UI-Achievement-Parchment-Horizontal.blp

## AdventureMap ##

added:

AdventureMap.blp

## Artifact ##

added:

ArtifactForge.blp
ArtifactsHorizontal.blp
ArtifactsVertical.blp
## Buttons ##

changed:

UI-ScrollBar-Knob.blp
UI-ScrollBar-ScrollDownButton-Disabled.blp
UI-ScrollBar-ScrollDownButton-Down.blp
UI-ScrollBar-ScrollDownButton-Up.blp
UI-ScrollBar-ScrollUpButton-Disabled.blp
UI-ScrollBar-ScrollUpButton-Down.blp
UI-ScrollBar-ScrollUpButton-Up.blp

added:

UI-ScrollBar-ScrollDownButton-Highlight.blp
UI-ScrollBar-ScrollUpButton-Highlight.blp

## Challenges ##

removed:

challenges-main.blp
challenges-besttime-bg.blp

added:

ChallengeMode.blp
ChallengeModeHud.blp

## Containerframe ##

changed:

quality.blp
bags.blp

## Common ##

added:

WhiteIconFrame.blp

help-i.blp

## Cooldown ##

added:
edge.blp

## EncounterJournal ##

added:

LootTab.blp
LootTabBackground.BLP

## FriendsFrame ##

added:

InformationIcon.blp
InformationIcon-Highlight.BLP

## Garrison ##

added:

bility1.blp
ClassHallMissionListIcons.blp
ClassHallUI.blp
complete.blp
GarrisonLandingPage.blp
OrderHallCommandBarHorizontal.blp
OrderHallTalents.blp
bility6.blp

changed:

GarrisonMissionUI2.blp
mission.blp

removed:
GarrisonCacheToast.blp

## Glues ##

changed:

UI-CHARACTERCREATE-CLASSES.blp

## LFGFrame ##

changed:

GroupFinder.blp

## LootFrame ##

changed:

LootToast.blp

## MainMenuBar ##

changed:

UI-XP-Bar.blp


## PetBattles ##

changed:

PetJournalBits.blp

removed:


beast.blp
critter.blp
dragon.blp
elemental.blp
flying.blp
humanoid.blp
magical.blp
mechanical.blp
MountJournalEmptyIcon.blp
undead.blp
water.blp

## PaperDollInfoFrame ##

added:

PaperDollInfoPart1.blp
UI-ReputationWatchBar.blp

## PVPFrame ##

added:

PvPHonorSystem.blp
PvPHonorSystemHorizontal.blp

## QuestFrame ##

added:

TalkingHeads.blp
AutoQuest.blp

changed:

ObjectiveTracker.blp
BonusObjectives.blp
QuestMapLogAtlas.blp

## Reforging ##

added:

Valor-Flare.blp

## Scenarios ##

added:

LegionInvasion.blp

changed:

ScenarioParts.blp

## TalentFrame ##

removed:

glyph-bg.blp
glyph-main.blp
glyph-side-bg.blp
glyph-side-bg.blp
spec-blue-bg.blp
spec-paper-bg.blp

changed:

TalentFrameAtlas.blp

## TargetingFrame ##

changed:

UI-CLASSES-CIRCLES.blp

## Transmogrify ##

added:

Transmogrify.blp

## VoidStorage ##

changed:

VoidStorage.blp
-------------
Optional Files (1)
File Name
Version
Size
Author
Date
Type
4.0.0
68MB
07-15-16 03:17 AM
Patch


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Unread 07-19-16, 03:04 AM  
Miiru
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File comments: 261
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A heads up concerning version 4

As you can read in the changelog, many files have been removed from miirgui. You may wonder why. Well most of them are not needed anymore. Some may also be some leftovers from previous expansions (reforging etc).

In order to get the best experience using miirgui and other addons which use default texture files, it is very important to delete all old miirgui files first since it isnt possible for the addon itself to remove unneeded files.

Concerning people that did changes to .lua files: Since the whole file layout has been revamped and some functions added (like m_fontiy which should be a big impovement for non european wow clients), it would be the best option to do a backup copy of your changes and try to recreated them within the new miirgui files. I will provide assistance if needed.
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Unread 01-07-16, 08:29 AM  
blahmeister
A Kobold Labourer

Forum posts: 1
File comments: 9
Uploads: 0
Re: Re: Protected spell icon

Originally Posted by Miiru
Thats because the shield texture was changed. You can try to delete Castingsbars/UI-CastingBar-Small-Shield.blp and Tooltips/Nameplate-CastBar-Shield.blp and it should revert back to the original shield graphic.
Thanks kindly!
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Unread 01-07-16, 02:47 AM  
Miiru
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File comments: 261
Uploads: 13
Re: Protected spell icon

Originally Posted by blahmeister
Hi there, another question

I use quartz for my cast bars and when using MiirGUI, the protected spell icon (the shield) doesnt show. When a protected spell is cast, all that shows is a red border on two sides of the spell icon of the cast bar. Is this intended?
Thats because the shield texture was changed. You can try to delete Castingsbars/UI-CastingBar-Small-Shield.blp and Tooltips/Nameplate-CastBar-Shield.blp and it should revert back to the original shield graphic.
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Unread 01-06-16, 08:47 PM  
blahmeister
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Protected spell icon

Hi there, another question

I use quartz for my cast bars and when using MiirGUI, the protected spell icon (the shield) doesnt show. When a protected spell is cast, all that shows is a red border on two sides of the spell icon of the cast bar. Is this intended?
Last edited by blahmeister : 01-06-16 at 09:08 PM.
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Unread 01-05-16, 05:54 AM  
Miiru
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Re: Re: Re: Changing transparency/alpha

Originally Posted by blahmeister
Nothing via LUA that can be tinkered with? or are all the textures .blp/.tga?
It should actually be no problem to use FrameName:SetAlpha(x) on most frames.

For example CharacterFrame:SetAlpha(0.8) sets an alpha of .8 to the Characterframe.
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Unread 01-03-16, 02:58 PM  
blahmeister
A Kobold Labourer

Forum posts: 1
File comments: 9
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Re: Re: Changing transparency/alpha

Originally Posted by Miiru
Originally Posted by blahmeister
Hi there,

Just curious if its possible to change the transparency / alpha. I didn't see anything in the comments, but I may have missed it.
There is no option to change the transparency.
Nothing via LUA that can be tinkered with? or are all the textures .blp/.tga?
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Unread 01-03-16, 04:17 AM  
Miiru
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Re: Changing transparency/alpha

Originally Posted by blahmeister
Hi there,

Just curious if its possible to change the transparency / alpha. I didn't see anything in the comments, but I may have missed it.
There is no option to change the transparency.
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Unread 01-03-16, 02:42 AM  
blahmeister
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File comments: 9
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Changing transparency/alpha

Hi there,

Just curious if its possible to change the transparency / alpha. I didn't see anything in the comments, but I may have missed it.
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Unread 12-09-15, 02:47 PM  
Xionyus
A Deviate Faerie Dragon

Forum posts: 13
File comments: 34
Uploads: 0
Alright, I got that to work by tweaking it a bit. I had to get rid of the local in front of the class = and mess with the colors and such.

One last question, would you have any idea why the question marks next to my quests aren't grey but the default UI yellow?

Edit: Nevermind, found out what I did wrong. Thanks for all of your help!
Last edited by Xionyus : 12-09-15 at 05:41 PM.
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Unread 12-09-15, 12:54 AM  
Miiru
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Lua Code:
  1. local class  = select(2,UnitClass("player"))
  2.             if class == "WARLOCK" then
  3.            
  4.                 local highcolor = {1,1,1,1}
  5.                
  6.             elseif class == "WARRIOR" then
  7.            
  8.                 local highcolor = {1,1,1,1}
  9.  
  10.             elseif class == "SHAMAN" then
  11.            
  12.                 local highcolor = {1,1,1,1}
  13.  
  14.             elseif class == "ROGUE" then
  15.            
  16.                 local highcolor = {1,1,1,1}
  17.    
  18.             elseif class == "PRIEST" then
  19.            
  20.                 local highcolor = {1,1,1,1}
  21.            
  22.             elseif class == "PALADIN" then
  23.            
  24.                 highcolor  = {1,1,1,1}
  25.  
  26.             elseif class == "DRUID" then
  27.            
  28.                 local highcolor = {1,1,1,1}
  29.  
  30.             elseif class == "HUNTER" then
  31.            
  32.                 local highcolor = {1,1,1,1}
  33.  
  34.             elseif class == "MAGE" then
  35.            
  36.                 local highcolor = {1,1,1,1}
  37.  
  38.             elseif class == "DEATHKNIGHT" then
  39.            
  40.                 local highcolor = {1,1,1,1}
  41.    
  42.             elseif class == "MONK" then
  43.            
  44.                 local highcolor = {1,1,1,1}
  45.  
  46.             end

and then change block.HeaderText:SetTextColor(unpack(miirgui.Color.Highlight)) to block.HeaderText:SetTextColor(unpack(highcolor)).
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Unread 12-08-15, 11:55 AM  
Xionyus
A Deviate Faerie Dragon

Forum posts: 13
File comments: 34
Uploads: 0
Originally Posted by Miiru
It's is actually pretty easy to use your classcolor as questtitle, there's only 2 steps required:

a) Add
Lua Code:
  1. local classcolor=select(2,UnitClass("player"))
  2. local color = RAID_CLASS_COLORS[classcolor]

before
Lua Code:
  1. local function miirgui_SetStringText(_,fontString, text, useFullHeight, colorStyle, useHighlight)

Then replace

fontString:SetTextColor(unpack(miirgui.Color))
block.HeaderText:SetTextColor(unpack(miirgui.Color));

with

fontString:SetTextColor(color.r, color.g, color.b,1)
block.HeaderText:SetTextColor(color.r, color.g, color.b,1)

The problem here would be how to dynamicly change the highlight color.
As far as i am aware there is no function to 'calculate' an highlight color. So the only possibility would be to set a highlight color manually for every classcolor there is (if class = x then highlightcolor= y), or just simply disable the highlight by replacing the highlight-color wuth the class-color also.

I could provide the dry code for that, but you would have to experiment with the colors to make it look like you want it.

edit: This all in objtracker.lua of course :3
You're awesome for going out of your way to do this for me. <3

If you don't mind providing the dry code, I'm good with the colors and HTML/CSS. I'm just not very good with Blizzards API and such.
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Unread 12-08-15, 02:42 AM  
Miiru
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It's is actually pretty easy to use your classcolor as questtitle, there's only 2 steps required:

a) Add
Lua Code:
  1. local classcolor=select(2,UnitClass("player"))
  2. local color = RAID_CLASS_COLORS[classcolor]

before
Lua Code:
  1. local function miirgui_SetStringText(_,fontString, text, useFullHeight, colorStyle, useHighlight)

Then replace

fontString:SetTextColor(unpack(miirgui.Color))
block.HeaderText:SetTextColor(unpack(miirgui.Color));

with

fontString:SetTextColor(color.r, color.g, color.b,1)
block.HeaderText:SetTextColor(color.r, color.g, color.b,1)

The problem here would be how to dynamicly change the highlight color.
As far as i am aware there is no function to 'calculate' an highlight color. So the only possibility would be to set a highlight color manually for every classcolor there is (if class = x then highlightcolor= y), or just simply disable the highlight by replacing the highlight-color wuth the class-color also.

I could provide the dry code for that, but you would have to experiment with the colors to make it look like you want it.

edit: This all in objtracker.lua of course :3
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Last edited by Miiru : 12-08-15 at 02:50 AM.
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Unread 12-07-15, 02:45 PM  
Xionyus
A Deviate Faerie Dragon

Forum posts: 13
File comments: 34
Uploads: 0
Originally Posted by Miiru
Originally Posted by Xionyus

Piggybacking off of this. Is there any way to change miirgui.Color and it's highlight in core.lua to show class color instead of a specific color? I know I could manually change it to one class color, but I play multiple toons and I was wanting it to match the rest of my UI. Thanks!

Edit: Or if it's something I need to change in objtracker.lua
If you change the code in core.lua every grey font will be changed. If you only want the questtracker to be differently colored, you have to change it there. Which one do you want?
Quest title, sorry if I wasn't being specific.
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Unread 12-07-15, 01:43 PM  
Miiru
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Originally Posted by Xionyus

Piggybacking off of this. Is there any way to change miirgui.Color and it's highlight in core.lua to show class color instead of a specific color? I know I could manually change it to one class color, but I play multiple toons and I was wanting it to match the rest of my UI. Thanks!

Edit: Or if it's something I need to change in objtracker.lua
If you change the code in core.lua every grey font will be changed. If you only want the questtracker to be differently colored, you have to change it there. Which one do you want?
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Last edited by Miiru : 12-07-15 at 01:43 PM.
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Unread 12-07-15, 12:48 PM  
Xionyus
A Deviate Faerie Dragon

Forum posts: 13
File comments: 34
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Originally Posted by MiRai
Originally Posted by Miiru
I assume you mean the quest title.
Go to frames/objtracker.lua.

Change line 29 fontString:SetTextColor(unpack(miirgui.Color)) to the default color the text should have.

Change line 47 block.HeaderText:SetTextColor(unpack(miirgui.Color.Highlight)); to the mouseovercolor the text should have.

Change line 63 block.HeaderText:SetTextColor(unpack(miirgui.Color)); to the same color as line 29.
Yes, fantastic. Thank you.
Piggybacking off of this. Is there any way to change miirgui.Color and it's highlight in core.lua to show class color instead of a specific color? I know I could manually change it to one class color, but I play multiple toons and I was wanting it to match the rest of my UI. Thanks!

Edit: Or if it's something I need to change in objtracker.lua
Last edited by Xionyus : 12-07-15 at 12:59 PM.
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