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02-13-14, 06:34 PM   #1
skarie
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WIP - Pretty unit frames

WIP - This is another attempt on making unit more pretty . Please let me know what you guys think. More screenshots to come.



http://s28.postimg.org/5gd23a77h/Wo_...713_005218.jpg
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02-13-14, 07:02 PM   #2
Massiveunit
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Like it...is that released to the public or your own thing?
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02-14-14, 02:14 AM   #3
zork
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Why don't you use a 3D model of the actual player zoomed to face?

Currently your character portrait is just another indicator of the class.

With http://wowprogramming.com/docs/api/SetPortraitTexture you could flatten the 3D model.
If the result is a round texture you need to apply a settexcoord first.
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02-14-14, 02:40 AM   #4
skarie
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Hi Massiveunit
Right now, i am still working out lots of bugs. So i cant release it yet

Zork,
Reason I am not using portrait 3D because any one can do that .

I am trying to make it look "good"....maybe not very functional ..but looking good (to me) is more important .
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02-14-14, 03:16 AM   #5
zork
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Have you thought about taking a picture from when you create a character? You will get a preview of every class/role in a specific class outfit. This one here: http://www.youtube.com/watch?v=qPdI3dPBoDc
The benefit would be that every race is wearing the same outfit. Plus you can easily take a series of pictures from the same angle which makes the texture creation process alot easier.

Have you thought of making the portrait texture your health bar texture?

Don't get me wrong. I'm just posting ideas that came to my mind.
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02-14-14, 04:15 AM   #6
pelf
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The first thing that comes to mind is that, unless you do something like lighten/darken + partial desaturate, it's going to be hard to see indicators at a glance on those unit frames.
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02-14-14, 06:40 AM   #7
skarie
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Another screenie!



Some explanations:
-dark reflection under the portrait is threat meter.
-portrait acts like a health/ status meter turning into diff color when hp is at certain percentage and white when player is dead/ offline ... etc
- 4 portraits in middle of screens are (from left to right) focus, player, target, target of target.
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02-14-14, 07:10 AM   #8
skarie
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Zork,

-My photoshop skill is next to zero. So the idea of taking screen shots and then slicing them up scares me .

-I might use portrait texture as hp bar texture. Maybe health left is in full color and heath lost is desaturated (black/white). I will need your coding expertise here Zork..just saying because it's your idea.

pelf,

Yeah, I agree with you. At first I couldn't tell them apart. My raid comp is pretty much the same everytime. So i get used to them. I am considering putting a vignette (<-- forgive my spelling) around the four corners of portrait as a class color ( dk is red, druid is orange...etc). I don't know how I am gonna implement that yet though.

Is there any default texture in wow that I can use? <-- not sure
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02-14-14, 07:14 AM   #9
pelf
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Assuming you were willing to just reduce the saturation of the colors a bit, I think you can use LayeredRegion:SetVertexColor() to just directly modify the colors. I'm sure someone else here knows if I've got that right.

EDIT: You got the spelling right . My curiosity got the better of me and I looked up the etymology. Vignette means "little vines"; vigne is the French word for "vine".

Last edited by pelf : 02-14-14 at 07:21 AM.
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02-14-14, 08:40 AM   #10
zork
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Well the texture thing really isn't that big of a deal. Neither is the desaturation part of the background.
At least that is what I can say when doing it manually with an oUF layout. Not sure if that kind of stuff can be hacked into another unitframe addon.

I can set up an oUF example.
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02-14-14, 09:19 AM   #11
Duugu
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Originally Posted by skarie View Post
-My photoshop skill is next to zero. So the idea of taking screen shots and then slicing them up scares me .
Try http://www.getpaint.net
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02-14-14, 09:29 AM   #12
zork
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Here is how a possible result could look like. The portrait texture can be any texture:



First we have a plain background texture. That could be black or white in any opacity state.
That is overlayed with a desatured portrait texture. Blend mode needs testing.
On top of that is another red texture with a specific blend mode.

Next is the actual StatusBarTexture set to vertical.
Addionally we extract the statusbartexture object and anchor another texture on the statusbar object. The spark.

Sidenote for myself: x = r - sin(A)*r = 0.14645 // A = 45°, r = 0.5
Circle to Square = texture:SetTexCoord(.15,.85,.15,.85)
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02-14-14, 10:38 AM   #13
MiRai
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I don't know...

I like them the way they are in the original image.
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02-14-14, 11:16 AM   #14
zork
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Texture is irrelevant as long as it is just a string.

I tested SetPortaitTexture. Seems to work as expected. Going to set up a layout now.

*edit*
Ok so the basic stuff is working: http://code.google.com/p/rothui/sour...SquarePortrait

To bad the PTR just went down.

*edit2*

Ok the PTR got up again. Here we go: http://www.wowinterface.com/download...ePortrait.html



So what I'm doing in the layout is. I convert a 3D unit model into a 2D circluar version. After that I use SetTexCoord to get a square version again.

Still some minor issues but the general stuff is in place to grab some ideas. I think the dropshadow function I build is pretty near aswell.

When using preset textures from a media folder stuff gets alot easier though because you can make that texture your statusbar texture.
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Last edited by zork : 02-14-14 at 02:51 PM.
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02-14-14, 03:53 PM   #15
skarie
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Originally Posted by zork View Post
Texture is irrelevant as long as it is just a string.

I tested SetPortaitTexture. Seems to work as expected. Going to set up a layout now.

*edit*
Ok so the basic stuff is working: http://code.google.com/p/rothui/sour...SquarePortrait

To bad the PTR just went down.

*edit2*

Ok the PTR got up again. Here we go: http://www.wowinterface.com/download...ePortrait.html



So what I'm doing in the layout is. I convert a 3D unit model into a 2D circluar version. After that I use SetTexCoord to get a square version again.

Still some minor issues but the general stuff is in place to grab some ideas. I think the dropshadow function I build is pretty near aswell.

When using preset textures from a media folder stuff gets alot easier though because you can make that texture your statusbar texture.
Thanks Zork for the beautiful codes. But I wonder if we could use portrait Override function to handle the portrait conversions.

Code:
	--portrait
	local portrait = self:CreateTexture(nil, "ARTWORK")
	portrait:SetSize(64, 64 )
	portrait:SetAllPoints(self)
	portrait.Override = UpdatePortrait
	self.Portrait = portrait


Code:
local function UpdatePortrait(self, event, unit)
   here we slide and dice then return the new portrait
end
Will that work? Gonna try it out when I get home tonite.

Last edited by skarie : 02-14-14 at 03:55 PM.
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02-15-14, 04:57 AM   #16
zork
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I will add a second template to the layout showing how to do a version with static portrait textures.

Pretty awesome race screenshots can be taken from the wow game guide pages:
http://us.battle.net/wow/en/game/class/shaman

I will take the shaman image as my example.

http://us.battle.net/wow/static/imag.../bg-shaman.jpg
http://us.battle.net/wow/static/imag...bg-warrior.jpg
http://us.battle.net/wow/static/imag...s/bg-rogue.jpg
http://us.battle.net/wow/static/imag...ss/bg-monk.jpg
http://us.battle.net/wow/static/imag...ath-knight.jpg
http://us.battle.net/wow/static/imag...bg-paladin.jpg
http://us.battle.net/wow/static/imag.../bg-priest.jpg
http://us.battle.net/wow/static/imag.../bg-hunter.jpg
http://us.battle.net/wow/static/imag...ss/bg-mage.jpg
http://us.battle.net/wow/static/imag...bg-warlock.jpg
http://us.battle.net/wow/static/imag...s/bg-druid.jpg

*edit*

I updated the layout. A new template has been added that supports static textures.



You will still need an event handler though. Basically to update target portraits. Not sure how you would work with NPCs though.

Regardings the portrait function override. I thought about it and yes I think you can make use of it. But not in the sense of changing your portraits. But you can make use of the PostUpdate function. Thus what I would suggest is this:

Lua Code:
  1. --a fake portait for the oUF portrait module
  2.     local fp = self:CreateTexture()
  3.     self.Portrait = fp
  4.     self.Portrait.PostUpdate = function(...)
  5.       print(...)
  6.       print("hello portrait postupdate...")
  7.     end

Basically you can use the update trigger to change your textures manually. So you do not have to set up event handlers yourself. You only need to do the texture swap.
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Last edited by zork : 02-15-14 at 05:38 AM.
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02-15-14, 12:03 PM   #17
Wimpface
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Originally Posted by skarie View Post
WIP - This is another attempt on making unit more pretty . Please let me know what you guys think. More screenshots to come.



http://s28.postimg.org/5gd23a77h/Wo_...713_005218.jpg
Sorry for being offtopic and of little use, but seeing these old forum icons got me nostalgic! Does anyone know where I can get them?
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02-15-14, 01:39 PM   #18
Landrell
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You can get those avatars from the WoW Website Fan Kit.
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02-15-14, 03:56 PM   #19
Wimpface
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Originally Posted by Landrell View Post
You can get those avatars from the WoW Website Fan Kit.
Cheers, had not heard of that before but I found a download. Sorry for going offtopic!
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02-15-14, 04:09 PM   #20
zork
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Oh. You really should google for "blizzard press kit".

Like:
http://blizzard.gamespress.com/World-of-Warcraft

Tons of stuff.
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WoWInterface » AddOns, Compilations, Macros » UI Screenshots, Feedback and Design Discussion » WIP - Pretty unit frames

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