Jump to content

Nazalassa

Members
  • Posts

    1,479
  • Joined

  • Last visited

Everything posted by Nazalassa

  1. A screenshot of the new, WIP MacTheme: I couldn't make it lighter, as text quickly got unreadable.
  2. That's weird. Hmmm... I guess we'll have to see how RP-1 handles this UI element. -- Upd. -- OK. In RP-1 source, file RP0/UI/KCT/GUI_TopRightButtons.cs: It appears the textures are directly loaded from the files, without passing through loaded KSP files. Will look at class GUI_DevPartsButton -> Inherits from GUI_TopRightButton -> loads textures with 'ToolbarControl.LoadImageFromFile' -> no way to change the image without also changing the source image :( OR accessing the button instance's texture paths (easy/hard?)
  3. Also, would there be a way to change the transparency of some transparent elements? Or at least make them opaque. Ex.: part info windows that appear when you hover over them in the VAB/SPH part list, PAWs, tooltips, load/save ship dialogs in editor turns out these don't, etc. The VAB part info windows also have coloration. Another thing that may be nice would be contextual loading: only load the contents of a directory if we are switching to a certain scene (for example, tracking). That would be nice for things that use the same images in two different scenes (like the exit button in KSC and Editor scenes) but would actually look better if they used different images. For example, to have a directory that's only loaded when going to the tracking station: HUDReplacer:NEEDS[HUDReplacer] { filePath = GameData/Naztheme/PluginData/TrackingOnly priority = 32767 onScene = Tracking }
  4. The image path (obtained by browsing RP-1's github) is RP-1/PluginData/Icons/KCT_dev_parts_{on|off}.png. But since they're in PluginData, I don't know whether they are loaded under that name or not. To figure that out: enter HR debug mode, go to the VAB, press 'e' (that will dump the names of all loaded textures to the log), open your KSP.log (which you'll find under either your KSP install directory, or your home directory) in any text editor, and give us either all the lines that contain "KCT_dev_parts_" (without the quotes), or just the whole log. (whatever you prefer) Hopefully, that will give the correct, full internal name of the texture.
  5. OK, so we need to make an image that is 204x52, named RP-1/Resources/rep_background, and another that has the same size, and is named RP-1/Resources/confidence_background. Problem is, these textures have slashes in their names, and since HUDReplacer uses the filename to get what texture to replace, we can't replace them. (at least, not until @UltraJohn updates his mod). I am going through the ztheme files rn, maybe a copy of UiElement_03? Or UiElement_10. -- Upd. -- UiElements_xx 03: Funds display bg 04: Funds display tape 05: green Funds icon 06: red Funds icon 10: science display bg 11: science display 12: science display icon 13: some kind of background 14: reputation display bg 17: reputation tape 20: VAB/SPH vessel price display 24: Funds/rep/science show/hide in flight So, a copy of UiElements_03 would be fine. (I think) Although we just lack the icon I guess. Just looked and yup, we'll have to draw the icon as well. But that is feasible. Just need to resize the image (add 1 px in width) and add an icon, rename it, and done. (and wait for HR to support slashes in texture names - see <link>) -- Upd. 2 -- @zapsnh pull request opened with both requested images: I copied the rep icon for rep_background, but since I had no icon for confidence_background I made a crude one. Also added a node in the config, to load these textures. https://github.com/zapSNH/ZTheme/pull/7
  6. @UltraJohn, is it possible to have texture names with slashes in them? I don't think it currently is, but that would be needed for mods that use their own images. For example in RP-1 there is an element which uses RP-1/Resources/confidence_background. If we want to change it, er... We currently can't. Proposed solution 1: Maybe HUDReplacer should search in subdirectories too? Like if you have this (in the config file, the only indicated directory is PluginData): PluginData | +-- rect_round_dark#69x69.png | +-- (other normal textures) | +-- RP-1 | +-- Resources | +-- rep_background.png | +-- confidence_background.png Then the mod would replace images 'rect_round_dark' (69x69), 'RP-1/Resources/rep_background' and 'RP-1/Resources/confidence_background', whereas right now it will not see images in subdirectories or, if these subdirs are in the config file too, it will not add the correct prefix. Wait no, I have another idea! Proposed solution 2: In the mod's config file, there are currently nodes like that: (2 fields: filePath and priority) HUDReplacer:NEEDS[HUDReplacer] { filePath = GameData/Naztheme/PluginData/RP-1 priority = 6 } Maybe add a third field? Like, prefix = ... which would default to nothing if not set, but would be added in front of the names of any textures found in the directory when replacing textures. Like: HUDReplacer:NEEDS[HUDReplacer] { filePath = GameData/Naztheme/PluginData/RP-1 priority = 6 prefix = RP-1/Resources/ } That one would be simpler to code (I think).
  7. Maybe you could help with this: Every UI element use images to render, and every image has a name. HUDReplacer (at least, in debug mode) can get the name images associated with UI elements your mouse pointer is on. So you can tell us the name and dimensions of the images for the two problematic elements, so we can try making images for them. To enable debug mode, edit the file under <KSP directory>/GameData/HUDReplacer/Settings.cfg and change showDebugToolbar to 'true' (without the quotes). Then start KSP and open your save. There will be a new button in the toolbar, which looks like this: [bg=black][/bg]. Click on it to toggle debug (it should turn to [bg=black][/bg]. After that, open the console (alt-F12, or rightshift-F12 if on Linux), place the mouse cursor above the UI elements (one after another) and press 'd'. This will print stuff to the console, in which there is some info on these elements, so that's what we'll need; either copy the output to the forums, or take a screenshot and post it. We should be able to figure out how to make a new image for them. For some elements, HUDReplacer is unable to get image data, so I hope it's not the case. If it were though, there is another way, but it requires trial-and-error, so we'll avoid it unless necessary.
  8. All battles have to start from 0, not +/-1. So TwoCalories's post should b 0, which makes Kimera's one 1, so I will say N 0 Two ungraphed battles. I guess I'll soon have three.
  9. N 58 I will not let you win again! (at least, not until we're even)
×
×
  • Create New...