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Old 01-20-13, 08:34 PM   #1
Kendian
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Unit frames

Trying out some unit frame ideas. Disregard the combo points and de buff icon, it's a work in progress~
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Old 01-21-13, 01:47 AM   #2
zork
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Just some input:
http://www.edge-online.com/wp-conten...es/wipeout.jpg
http://www.artificialaiming.net/ssho...e-SShot004.jpg
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Old 01-21-13, 04:57 PM   #3
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I REALLY like the Quake bars....I think I'm going to see if I can do that~
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Old 01-21-13, 09:36 PM   #4
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Tried it a bit different. Kind of a dot matrix look
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Old 01-25-13, 08:24 PM   #5
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Playing around with a power bar add on, and Stuf. I really like this, I think~
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Old 02-11-13, 06:13 AM   #6
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Originally Posted by Kendian View Post
I REALLY like the Quake bars....I think I'm going to see if I can do that~
I gave it a try and this is what I've done so far:
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Old 02-12-13, 04:33 AM   #7
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@ Kendian, I like that first one with the triangles. Also, the font you are using is perfect.

The second with the squares seems like too many mini bits too look at, it is really busy. The third with the gradient bar is nice, but too common to many other UFs you see around; if you're going for a "different" look, avoid this one I think.
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Old 02-12-13, 08:20 AM   #8
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@Humfras: Please send or attach the bar textures you have there? I tried for a while to cut it out, but had to stop, because I couldn't figure out how to outline it as nice as I'd like, in the limited amount of time I had.

@sakurakira: Thanks I can't quite get used to having the text just floating there, so am still working out some kinks~
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Old 02-12-13, 08:25 AM   #9
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Originally Posted by humfras View Post
I gave it a try and this is what I've done so far:
http://wildtinybrothers.de/downloads...I_1st_desc.jpg
The outcome is actually pretty darn awesome! One question though. How do you handle OnValueChanged. I mean how do you change the texture/color based on current value?

I mean I can see how you did it visually but you actually had to make multiple textures per statusbar right? I'm really interested in how you decided to do that.
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Old 02-12-13, 10:04 AM   #10
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Originally Posted by zork View Post
The outcome is actually pretty darn awesome! One question though. How do you handle OnValueChanged. I mean how do you change the texture/color based on current value?

I mean I can see how you did it visually but you actually had to make multiple textures per statusbar right? I'm really interested in how you decided to do that.
Exactly that ^
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Old 02-13-13, 03:58 AM   #11
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Originally Posted by zork View Post
The outcome is actually pretty darn awesome! One question though. How do you handle OnValueChanged. I mean how do you change the texture/color based on current value?

I mean I can see how you did it visually but you actually had to make multiple textures per statusbar right? I'm really interested in how you decided to do that.
The textures I use are white and I colored them in a yellow tone quite close to the actual Quake one (just a bit darker for better view/contrast).
The version in the screen shot uses static colors.

Every "frame" (health or power) consists of:
  • horizontal bar (0-70%):
  • vertical bar (70-100% or 70-80, 80-90, 90-100 because I only display the values inside the boxes [=> each box represents a value from 0-10 depending on it's base value (70/80/90%)])
with the following sub frames/textures:
  • Status texture (the one changing on value return)
  • Border texture (bright yellow line, self-explanatory [may be used for debuffs])
  • health warning border (the red flashing/blinking border [not completely done in the screenshot])

The statusbar is done via a simple texture manipulation (SetPoint() + SetWidth() + SetTexCoord()) because the build-in StatusBar can't handle reverse orientation.
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Old 02-25-13, 07:01 PM   #12
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Something I've been toying with while waiting on 5.2. C&C/Suggestions welcome, as always~
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Old 02-26-13, 12:40 AM   #13
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Originally Posted by Kendian View Post
Something I've been toying with while waiting on 5.2. C&C/Suggestions welcome, as always~
I quite like em, though I would rather have the level on the same bar as the health/mana text and center the unit name.

I would also bump the text on the info panel up a pixel up a pixel or two
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