UltraJohn Posted March 9 Author Share Posted March 9 @Nazalassa Hey thanks! I wish there was some easy way to automate this, but unfortunately it's going to be a per-element case where I have to individually write code for every single piece of text in the game. The same goes for adding custom opacity values to textures. Actually thinking about it some more, I have a few ideas I'll have to test when I have the time to do so. The challenge is figuring out how to dynamically link the cfg file to the text elements in game. How would the cfg files be formatted to support this? I wonder if every text element has a designated internal name, just like the textures do.. I'll see what I can come up with On a side note, I have thought about changing the license of the mod, since I never really intended to use the current one, but I just picked whatever at the time to get started. Not sure how I go about that in terms of CKAN metadata. Anyone know? Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted March 9 Share Posted March 9 3 minutes ago, UltraJohn said: @Nazalassa Hey thanks! I wish there was some easy way to automate this, but unfortunately it's going to be a per-element case where I have to individually write code for every single piece of text in the game. The same goes for adding custom opacity values to textures. Actually thinking about it some more, I have a few ideas I'll have to test when I have the time to do so. The challenge is figuring out how to dynamically link the cfg file to the text elements in game. How would the cfg files be formatted to support this? I wonder if every text element has a designated internal name, just like the textures do.. I'll see what I can come up with On a side note, I have thought about changing the license of the mod, since I never really intended to use the current one, but I just picked whatever at the time to get started. Not sure how I go about that in terms of CKAN metadata. Anyone know? The cfg might be like: HUDReplacerTextColor { // Generic text colors greenText = #004000 lightGreenText = #008000 // See shades of green in screenshot from difficulty settings, the 5 buttons on top orangeText = #804000 blueText = #000080 limeText = #004080 whiteText = #000000 greyText = #505050 barText = #0000ff // For text in the green bars, like in a PAW or in the 'Resources' tab redText = #800000 PerElement { // Keys are internal element names, overrides generic colors elementName = #ffffff elementName2 = #808080 } } The PerElement section (or whatever you call it) allows modders to specify a color for certain named element, such as a specific button, etc. Maybe also add a PerCategory section? Like for green-colored text on buttons. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted March 9 Author Share Posted March 9 21 minutes ago, Nazalassa said: The cfg might be like: I like it! Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted March 25 Author Share Posted March 25 Just a quick update, I am taking a small break currently due to being busy with real life and work at the moment. When I have the time I will continue adding the requested features! Should hopefully be soon™. Quote Link to comment Share on other sites More sharing options...
ceteræ Posted April 11 Share Posted April 11 This mod is amazing, thank you so much for everyone involved! Quote Link to comment Share on other sites More sharing options...
123sderhy1 Posted Thursday at 05:13 PM Share Posted Thursday at 05:13 PM Why when I try to get the texture name in the main menu, I only get this [][][][][][][][][] I downloaded the mod through CKAN Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted 11 hours ago Author Share Posted 11 hours ago On 4/25/2024 at 7:13 PM, 123sderhy1 said: Why when I try to get the texture name in the main menu, I only get this [][][][][][][][][] I downloaded the mod through CKAN That is just the spacer used to separate lines in the log. If you don't see any specific textures listed in between, you need to hover over your mouse on the element you want to grab (if using the hotkey D.) Quote Link to comment Share on other sites More sharing options...
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