Addon Info.
Optional Files (0)
Archived (1)
Comments (49)
  Category: Graphic UI Mods
Addon Information
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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:
36,434
Favorites:
169
MD5:
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Almost-Default Animated PortraiTs
Click to enlarge
Options Panel
Adapt - Almost-Default Animated Portraits   Popular!
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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  Archived Versions - Adapt - Almost-Default Animated Portraits
File Name
Version
Size
Author
Date
1.8
10kB
Gello
04-12-2008 09:15 PM
  Comments - Adapt - Almost-Default Animated Portraits
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Old 11-14-2008, 09:32 AM  
Aesir
A Deviate Faerie Dragon
 
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Forum posts: 18
File comments: 62
Uploads: 0
Avatar background "transparent" setting does not save session-to-session

I found that Adapt doesn't save the setting for background transparency on the avatar portrait in the unit frame. Since reporting that bug, I checked my Adapt SV:

Saved Variables - Adapt.lua:
Code:
Adapt_Settings = {
    ["DontUse"] = {
    },
    ["Shape"] = "SQUARE",
    ["Back"] = false,
}
Back is set false, but the code appears to be looking for ON or OFF. Need to trace through and find out all the places where "Back" is defined and assigned values. Then determine if you want the function return or value to be ON/OFF or TRUE/FALSE.

Likely places to check to confirm you're getting or setting the desired value include:
Code:
Adapt.lua        45    Back = "ON",        -- "ON" or "OFF" whether background shows
Adapt.lua        130    frame.backLayer = frame:CreateTexture(modelName.."Back","BACKGROUND")
Adapt.lua        135    if Adapt_Settings.Back=="OFF" then
Adapt.lua        166    local back = Adapt.Textures[textureName].backLayer
Adapt.lua        173    if Adapt_Settings.Back=="OFF" then
Adapt.lua        194    if Adapt_Settings.Back=="ON" then
Adapt.lua        200    AdaptOptionsCheckButtonTransparent:SetChecked((Adapt_Settings.Back=="OFF") and 1 or nil)
Adapt.lua        296    Adapt_Settings.Back = AdaptOptionsCheckButtonTransparent:GetChecked() and "OFF" or "ON"
Adapt.lua        352    Adapt.OldSettings.Back = Adapt_Settings.Back
Adapt.lua        373    Adapt_Settings.Back = Adapt.OldSettings.Back
HTH (P.S.: My money is on line 200.)

As a temporary work-around, I'm going to modify the SV value by hand and then avoid entering the Adapt configuration panel (so it doesn't reset the incorrect value).
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Last edited by Aesir : 11-14-2008 at 09:55 AM.
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Old 10-23-2008, 04:32 AM  
Curve
A Kobold Labourer

Forum posts: 0
File comments: 3
Uploads: 0
If you use a non default UI Scale it seems to mess things up a bit, is there any way i can move the 3d models back a bit? They seem to be clipping with the frame a bit, ie http://i35.tinypic.com/10yl5rm.jpg

Seems to work ok with "Full model" ticked though. But id rather have the default 3d portrait
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Old 10-17-2008, 05:10 AM  
sun
A Kobold Labourer

Forum posts: 0
File comments: 25
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class icons

an option to put the class icons in the frame instead of the 3d,2d option would be nifty
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Old 05-27-2008, 08:45 PM  
Lombra
A Deviate Faerie Dragon
 
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Interface Author - Click to view interfaces

Forum posts: 17
File comments: 98
Uploads: 9
Could you add an option to make the background black when not using the transparent option? (instead of class coloured)

Forgive me if this is in the latest version already, can't test it for a while.
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Old 04-13-2008, 07:11 AM  
chimorra
A Defias Bandit
 
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Forum posts: 2
File comments: 9
Uploads: 0
Thanks alot

Thanks alot for this i think this is the best unit frame addon ever simple and easy keep it up
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Old 04-13-2008, 04:25 AM  
IRID1UM
A Murloc Raider

Forum posts: 6
File comments: 33
Uploads: 0
thanks for updating!
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Old 09-04-2007, 04:39 AM  
Kahoona
A Fallenroot Satyr

Forum posts: 25
File comments: 8
Uploads: 0
For some reason the model animations skip around when using the Target of Target in CT Unitframes.
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Old 04-24-2007, 07:31 AM  
Lombra
A Deviate Faerie Dragon
 
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Interface Author - Click to view interfaces

Forum posts: 17
File comments: 98
Uploads: 9
Confirmed.

However, there is apparently this new function
Quote:
* NEW - Frame:HookScript("name", function) - Exactly equivalent to hooksecurefunc(), but usable with frame script handlers. (Note that like hooksecurefunc(), this is not intended as a general hooking replacement, but to allow hooking of secure frame handlers.)
dunno if it can solve this anyhow, I tried replacing that hooksecurefunc() line with this

AdaptFrame:HookScript("SetPortraitTexture", Adapt.newSetPortraitTexture)

but is just said AdaptFrame has no SetPortraitTexture function. If anyone with some more knowledge would look into it
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Old 04-18-2007, 10:13 AM  
Dridzt
A Cobalt Mageweaver
Interface Author - Click to view interfaces

Forum posts: 223
File comments: 321
Uploads: 31
Adapt 1.7.1 crashes the PTR 2.1.0 client (on loading).

Only happens after the 1st ptr patch: client build 6592 (and onward?)
PTR 0.1.0.6577 = Adapt works fine.
PTR 0.1.0.6592 = client crashes.
Tested with Adapt loaded only (no other addons).
And adding Adapt to other addons.
WoW client crashes with a "fatal exception" error at the end of the loading progress bar.

Edit: Followup.
1. comment out hooksecurefunc("SetPortraitTexture",Adapt.newSetPortraitTexture)
2. enter world normally.
3. alt-tab, edit the hook back in.
4. ReloadUI.
Adapt works ok... (?)
Edit: Followup #2.
Changing this:RegisterEvent("PLAYER_LOGIN") to
this:RegisterEvent("PLAYER_ENTERING_WORLD")
and moving hooksecurefunc("SetPortraitTexture",Adapt.newSetPortraitTexture)
from .OnLoad() to .OnEvent() stops the client crashing and Adapt seems to be working but still occasionally causes "fatal exception" type errors to the client.

This is obviously not a bug report, Adapt works great on the current Live Realms.
Just a little advance notice for the future

Last edited by Dridzt : 04-21-2007 at 08:01 AM.
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Old 04-01-2007, 07:28 AM  
Sok
A Kobold Labourer

Forum posts: 0
File comments: 1
Uploads: 0
I play an Undead male a lot and i have noticed that half of his face is cut off in the potrait. I think this has some thing to do with how the undead slouch over instead of standing up straight. Am I the only one having this problem? Or is any one else having it? If I can fix it how do i do that? (may be changing the coordinates for the undead model to the left some more?)

Last edited by Sok : 04-03-2007 at 07:55 AM.
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Old 11-14-2006, 06:49 AM  
Kuri
A Kobold Labourer

Forum posts: 0
File comments: 1
Uploads: 0
can u help me pls

pls what addon i need for complete working adapt? CT_UNIT FRAMES or?
I try Adapt without any addon and my portrait havent texture :-(

I only want animated portraits..


tnx for any help
am new here

Last edited by Kuri : 11-14-2006 at 07:02 AM.
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Old 08-31-2006, 09:28 AM  
Poena
A Kobold Labourer

Forum posts: 0
File comments: 1
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Wow... what a great little mod here

I LOVE having the animated textures in the windows... although targetoftarget is a little annoying with the constant resets (I'm guessing the ui tests every couple of seconds to see what your target is targeting, hence refreshing the window and causing the "stutter")

I used the /adapt list command though, and disabled that frame - viola! Perfect!!

Thanks again Gello... really love this

Last edited by Poena : 08-31-2006 at 10:05 AM.
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Old 08-27-2006, 07:25 PM  
Kabuto-eu
A Kobold Labourer

Forum posts: 0
File comments: 8
Uploads: 0
The offset for the portrait on the Blizzard built in 'ready check' is incorrect. Sometimes. Trying to track down what causes it.

Last edited by Kabuto-eu : 08-28-2006 at 06:12 AM.
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Old 08-24-2006, 03:38 PM  
Gello
A Scalebane Royal Guard
Interface Author - Click to view interfaces

Forum posts: 405
File comments: 127
Uploads: 65
Oops yeah I can see the : being a problem. In retrospect the name of this mod is ridiculously long. I should probably just shorten it to 'Adapt'

On the GUI, if/when it's made it would include options for background. My secret wish is for some more camera position controls that can run off SetCamera(0). Then a GUI would definitely be useful. Unfortunately I'm far from bored lately, especially this past month, but we'll see. I enjoy writing GUIs.
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Old 08-24-2006, 01:31 AM  
Naiji
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If you get bored or something, you could make a GUI. I don't see it being important at the moment, however.

I was wondering if you could possibly add the option of having a black background along with the class-based colors and no background options. Either that or perhaps some sort of brightness adjustment on the colors.

Thanks for keeping this going!
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