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GuI help


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#1 Galactygon

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Posted 19 August 2004 - 05:02 PM

I have encountered several problems when I was doing some GuI (graphical-user interface) editing:

1.) I couldn't seem to find the .wav file of the tooltip (when the scroll opens up).
2.) I couldn't find the .ui file that represents when the game is loading an area, or anything similar
3.) I couldn't seem to find the .ui file of the tooltip, nor the font of the tooltip.

I'd appreciate any such help.

-Galactygon
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#2 igi

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Posted 20 August 2004 - 11:19 AM

1) No idea, sorry.
2) It's not a .chu - it's a .mos (the main background) and a few .bam files (the progress bar and the central images). Gprog and g.. something.
3) The tooltip animation is stored as a .bam, iirc (though the writing is generated dynamically). As for the font - cant remember, are yo usure it isnt one of the fonts used elsewhere?

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#3 Galactygon

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Posted 21 August 2004 - 08:15 AM

2) It's not a .chu - it's a .mos (the main background) and a few .bam files (the progress bar and the central images). Gprog and g.. something.

Are you sure? There is a textarea in there too, and that cannot be solved by .bam files.

Thanks for help, I was afraid there aren't any GuI-gurus here at FW.

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#4 igi

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Posted 21 August 2004 - 08:36 AM

I hang out everywhere. And I experiment with everything. Almost.
I'll have another look at the area loading thing - I am sure I've seen it around.

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#5 Caswallon

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Posted 22 August 2004 - 06:22 AM

1.) I couldn't seem to find the .wav file of the tooltip (when the scroll opens up).

In BG1 it is PAPER.WAV.
Probably the same in BG2.

#6 Avenger_teambg

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Posted 22 August 2004 - 10:48 PM

I can confirm that the loadscreen is hardcoded in the engines.
I just had to add a new control type to dltcep (progressbar) and create a loadscreen when i wanted to implement it fast (and versatile) in gemrb.
So, in the future, there will be a .chu file for the loadscreen, but for the official engines: no.
Probably i could tell you which files are being used :)
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#7 Galactygon

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Posted 23 August 2004 - 03:37 PM

Alas, that's what I was afraid of, Avenger. However, I thank everyone for the help; I can now shift my plans accordingly.

Of course, I might be able to shift the x and y offsets for the .bam file of the loading bar, so it fit's in perfectly.

EDIT: Sleepy and sloppy writing

-Galactygon

Edited by Galactygon, 23 August 2004 - 03:38 PM.

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#8 igi

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Posted 24 August 2004 - 01:59 AM

Yeah, I've already moved the loading bar (hence I know it's a bam). You can also move the loading screens as well. And if you alter the background image, the only constant is the text position.

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#9 Galactygon

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Posted 24 August 2004 - 03:07 PM

Yeah, I've already moved the loading bar (hence I know it's a bam). You can also move the loading screens as well. And if you alter the background image, the only constant is the text position.

The text location is what I really needed to alter; I can provide a screenshot of what I have so far.

It seems to me the tooltip is also hardcoded; including the colour of the text (which is always black). So, I am stuck with a differen alternative.

-Galactygon
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#10 igi

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Posted 25 August 2004 - 01:34 AM

If the loading screen is hard-coded, it will be hard to move the text (except down or left, by using spaces).
The tooltip stuff is toolxxx.bam (toolfont, toolfnt and toolsomethingElseIDontRemember) - does altering it not work?

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#11 Erephine

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Posted 25 August 2004 - 02:50 AM

Tooltip is not hardcoded.

The font is called TOOLFONT.BAM.
The sound for it is PAPER.WAV.
The graphic is TOOLTIP.BAM (duh!)

Your other questions already got answered more or less already ^_^

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#12 Galactygon

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Posted 25 August 2004 - 02:41 PM

Tooltip is not hardcoded.

Can you teach me how to change the colour of the font so it's white rather than black then? No matter what colour I changed the TOOL fonts to, it's always white.

Proving me it's not hardcoded will result in me having your thanks.

-Galactygon
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