What does your mod look like?
Moderator: Nefarius
Re: What does your mod look like?
my new statpage is almost done now
i am really happy with how it looks, so i thought i'd share this with you guys,
hoping to inspire the community in my own little way
*i have to add some more display stats for those empty panels and i think this need further retouching
credits to Dav92 for the d2newstats and d2expres, necrolis and black_eternity for the source gfx
cheers
edit: a more polished image
i am really happy with how it looks, so i thought i'd share this with you guys,
hoping to inspire the community in my own little way
*i have to add some more display stats for those empty panels and i think this need further retouching
credits to Dav92 for the d2newstats and d2expres, necrolis and black_eternity for the source gfx
cheers
edit: a more polished image
Last edited by weapon-x on Sun Apr 01, 2012 10:29 am, edited 2 times in total.
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
Re: What does your mod look like?
Wow, excellent work! It really looks great. I just hope you are planning some hover-popup texts, because it might be unclear some times with only icons and no text. Some of them are obvious, but there are some I just can't guess what it does.
Re: What does your mod look like?
HOLY %^&$@#$%@^^@$%@$!!#$)(^!$*#%#!!
I am impressed. truly good work here.
Maybe instead of coding new popup text you could just put little notes on the icon like your level.
Or maybe just make a little more room to put a string using Dav's new stat plugin.
But great work!
I am impressed. truly good work here.
Maybe instead of coding new popup text you could just put little notes on the icon like your level.
Or maybe just make a little more room to put a string using Dav's new stat plugin.
But great work!
Re: What does your mod look like?
i also managed to move vanilla attack_rating and def popups on top of their respective icons
adding more hover pop-ups would be awesome, but on my current level of CE... probably nearly impossible
thanks for the suggestions guys... this ui is done on PS and i distributed the panels to individual layers so moving and adding
more gfx like some text desc won't be hard
adding more hover pop-ups would be awesome, but on my current level of CE... probably nearly impossible
thanks for the suggestions guys... this ui is done on PS and i distributed the panels to individual layers so moving and adding
more gfx like some text desc won't be hard
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
Re: What does your mod look like?
Yes forgive me, I forgot I had a function which allows me to create new popups text easily. But I thought the D2NewStats was allowing the creation of new popups like these to, I was wrong I guess.weapon-x" wrote:adding more hover pop-ups would be awesome, but on my current level of CE... probably nearly impossible
Then perhaps short desc text on the icons ^^
Re: What does your mod look like?
Really? i would love to know more about this.kidpaddle94" wrote:Yes forgive me, I forgot I had a function which allows me to create new popups text easily. But I thought the D2NewStats was allowing the creation of new popups like these to, I was wrong I guess.
Then perhaps short desc text on the icons ^^
And yes unfortunately the D2NewStats plugin does not support pophover atm.
Re: What does your mod look like?
My function is made in my C++ module, so I doubt it would be of good use for you or weapon-x.Black_Eternity" wrote:Really? i would love to know more about this.kidpaddle94" wrote:Yes forgive me, I forgot I had a function which allows me to create new popups text easily. But I thought the D2NewStats was allowing the creation of new popups like these to, I was wrong I guess.
Then perhaps short desc text on the icons ^^
And yes unfortunately the D2NewStats plugin does not support pophover atm.
But to resume, it gets the UIvar and draw rectangles with an opacity setting, based on current mouse coords.
I can pm you more informations if you want.
Edit: There we go, but I won't post the defines of all functions and all, this is just a snippet on how to do this:
Code: Select all
BOOL Design::wNewHoverPopup()
{
if (!ClientReady(FALSE) || !wNewHoverPopup|| !GetUIVar(UI_CHARACTER))
return FALSE;
if ((MouseX == Xpos) && (MouseY == Ypos))
{
Rectangle(PosX, PosY, SizeX, SizeY, 0, 1);
DrawOut(PosX, PosY, Color, FontCode, "Some text and sprintf %s", Variables to replace %s/%d whatever);
}
return TRUE;
}
Last edited by kidpaddle94 on Sun Apr 01, 2012 4:23 am, edited 2 times in total.
Re: What does your mod look like?
Interesting, i'll have to look into it.kidpaddle94" wrote:My function is made in my C++ module, so I doubt it would be of good use for you or weapon-x.
But to resume, it gets the UIvar and draw rectangles with an opacity setting, based on current mouse coords.
I can pm me you more informations if you want.
Re: What does your mod look like?
I edited my previous post, I hope it can be of any interest for someone.
Re: What does your mod look like?
i will just stick into avoiding the text icons... and try to see what i can do with the hover text functions...kidpaddle94" wrote: perhaps short desc text on the icons ^^
i'm keeping my current setup for now
after all, a ui is just a single aspect of the game... Epic Gameplay Systems is more of importance
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
Re: What does your mod look like?
Here is a little preview of what my shown function actually does. This is a quick example, I still need to work it out a little, but it was just to show a little preview. So in this example, when I put my mouse in the small box under the Mana display, my popup for mana regeneration appears.
Picture 1: http://i42.tinypic.com/167l0js.jpg
Picture 2: http://i42.tinypic.com/2hnt4lc.jpg
It literally takes 5 minutes to set-up a working popup with this function, pretty useful
Here is the example I used:
Picture 1: http://i42.tinypic.com/167l0js.jpg
Picture 2: http://i42.tinypic.com/2hnt4lc.jpg
It literally takes 5 minutes to set-up a working popup with this function, pretty useful
Here is the example I used:
Code: Select all
BOOL Design::wNewHoverPopup()
{
if (!ClientReady(FALSE) || !NewHoverPopup || !GetUIVar(UI_CHARACTER))
return FALSE;
//Mana Regen Popup Beginning
if ((MouseX == 146) || (MouseX == 145) || (MouseX == 144) || (MouseX == 143) || (MouseX == 142) || (MouseX == 141) || (MouseX == 140) || (MouseX == 139) || (MouseX == 138) || (MouseX == 137) || (MouseX == 136) || (MouseX == 135))
if ((MouseY == 349) || (MouseY == 350) || (MouseY == 351) || (MouseY == 352) || (MouseY == 353) || (MouseY == 354) || (MouseY == 355))
{
Rectangle(130, 310, 170, 15, 0, 2);
DrawOut(140, 320, 3, 6, "Current Mana Regen: ÿc0%d%%", (GetUnitStat(Me, STAT_MANAREGEN)));
}
//Mana Regen Popup End
return TRUE;
}
Last edited by kidpaddle94 on Sun Apr 01, 2012 4:05 am, edited 2 times in total.
Re: What does your mod look like?
Nice. I like the border around it.kidpaddle94" wrote:Here is a little preview of what my shown function actually does. This is a quick example, I still need to work it out a little, but it was just to show a little preview. So in this example, when I put my mouse in the small box under the Mana display, my popup for mana regeneration appears.
Picture 1: http://i42.tinypic.com/167l0js.jpg
Picture 2: http://i43.tinypic.com/dcvlv4.jpg
It literally takes 5 minutes to set-up a working popup with this function, pretty useful
Re: What does your mod look like?
I'm just not sure if my way to define the mouse hover areas is the best, but that's the only way I could think of.
To resume, what I do is I define a chain of mouse positions for both X and Y.
Edit: I added the function used by the example screenshot to my previous post.
To resume, what I do is I define a chain of mouse positions for both X and Y.
Edit: I added the function used by the example screenshot to my previous post.
Re: What does your mod look like?
Not too sabby in C++ but couldnt you do...kidpaddle94" wrote:I'm just not sure if my way to define the mouse hover areas is the best, but that's the only way I could think of.
To resume, what I do is I define a chain of mouse positions for both X and Y.
Edit: I added the function used by the example screenshot to my previous post.
If ((MouseX <= 146) || (MouseX >= 135))
I know that || means Logic OR, but i dont know how it functions with these two operators. maybe use &&?
Re: What does your mod look like?
Okay, I got something working. Now the creation of hover areas will be much easier. Here is how I set it up.
Final result: http://i41.tinypic.com/2qd32pt.jpg
Code: Select all
BOOL Design::wNewHoverPopup()
{
if (!ClientReady(FALSE) || !NewHoverPopup || !GetUIVar(UI_CHARACTER))
return FALSE;
//Mana Regen Popup Beginning
if (MouseX > 133)
if (MouseX < 148)
if (MouseY > 347)
if (MouseY < 357)
{
Rectangle(130, 310, 170, 15, 0, 2);
DrawOut(140, 320, 3, 6, "Current Mana Regen: ÿc0%d%%", (GetUnitStat(Me, STAT_MANAREGEN)));
}
//Mana Regen Popup End
return TRUE;
}
Re: What does your mod look like?
Good work, and yes that will be much easier to create new ones.
Now if only i could figure out how to make in my mod.
Now if only i could figure out how to make in my mod.
Re: What does your mod look like?
same hereBlack_Eternity" wrote:Now if only i could figure out how to make in my mod
if only there is a general step by step tutorial for this level of CE
the d2 modding world will rock
" It's not the size of the dog in the fight, it's the size of the fight in the dog. "
~Mark Twain
~Mark Twain
Re: What does your mod look like?
Sharing ideas make the whole comunity advance, so it's always good
Btw, here is my new font:
What do you think of it ?
Btw, here is my new font:
What do you think of it ?
Re: What does your mod look like?
@weapon-x & Black_Eternity, it's never too late to start. I personally started coding because I was modding on v1.13c (which is just a personal challenge), and there is nothing like D2Mod or NefEx, with awesome plugins for v1.13c. So if I wanted my mod to be superior than any other v1.13c mod, I had to code my own things.
I started by modding in ASM, but I knew I would have to get on an higher level later. I found an open source hack which had some good non-hack features. I contacted someone on this site I can't name here, and he modified the source for me, to remove all hacky features, and add some few minor things.
He also gave me the modded source, so I started to heavily modify it, and even add things. And that's how I learned. Some things that seemed impossible to me not so long ago, are now pretty easy.
I'm not expert in C++ yet for sure, but I learn slowly every days.
I would gladly release my source, but I can't because it's not mine at 100%.
So the only thing I can do is show some snippets of what I add.
@Xaphan, it looks pretty good. I just find the text over orbs, not easy to read. The number seems to stack on each other.
Did you make it yourself? If so, excellent work. I myself failed at making my own font, lol.
I started by modding in ASM, but I knew I would have to get on an higher level later. I found an open source hack which had some good non-hack features. I contacted someone on this site I can't name here, and he modified the source for me, to remove all hacky features, and add some few minor things.
He also gave me the modded source, so I started to heavily modify it, and even add things. And that's how I learned. Some things that seemed impossible to me not so long ago, are now pretty easy.
I'm not expert in C++ yet for sure, but I learn slowly every days.
I would gladly release my source, but I can't because it's not mine at 100%.
So the only thing I can do is show some snippets of what I add.
@Xaphan, it looks pretty good. I just find the text over orbs, not easy to read. The number seems to stack on each other.
Did you make it yourself? If so, excellent work. I myself failed at making my own font, lol.
Re: What does your mod look like?
You'r right, numbers are a but close next to each other. I still have to see how I can improve that (I smell hex editing here ^^).
I've not totally created the font. I used one and then made some adjustements to make it look better. (And still have to, like you see ^^)
I've not totally created the font. I used one and then made some adjustements to make it look better. (And still have to, like you see ^^)
Re: What does your mod look like?
I can get used to coding, however, I sometimes don't understand how to use with game.kidpaddle94" wrote:@weapon-x & Black_Eternity, it's never too late to start. I personally started coding because I was modding on v1.13c (which is just a personal challenge), and there is nothing like D2Mod or NefEx, with awesome plugins for v1.13c. So if I wanted my mod to be superior than any other v1.13c mod, I had to code my own things.
I started by modding in ASM, but I knew I would have to get on an higher level later. I found an open source hack which had some good non-hack features. I contacted someone on this site I can't name here, and he modified the source for me, to remove all hacky features, and add some few minor things.
He also gave me the modded source, so I started to heavily modify it, and even add things. And that's how I learned. Some things that seemed impossible to me not so long ago, are now pretty easy.
I'm not expert in C++ yet for sure, but I learn slowly every days.
I would gladly release my source, but I can't because it's not mine at 100%.
So the only thing I can do is show some snippets of what I add.
For example the UIVar, and get stat stuff which throws my mind out the window.
Re: What does your mod look like?
The UIvar is only a flag of opened UI page. So to resume, I make my code draw these only if the stat screen is opened.
Here is what I have in my source, not made by me though:
Then you get the UIvar:
Then we have this:
And finally:
Here is what I have in my source, not made by me though:
Code: Select all
#define UI_INVENTORY 0x01
#define UI_CHARACTER 0x02
#define UI_MINISKILL 0x03
#define UI_SKILL 0x04
#define UI_CHAT 0x05
#define UI_NPCMENU 0x08
#define UI_MAINMENU 0x09
#define UI_AUTOMAP 0x0a
#define UI_CONFIG 0x0b
#define UI_NPCSHOP 0x0c
#define UI_ALTDOWN 0x0d
#define UI_ANVIL 0x0e
#define UI_QUEST 0x0f
#define UI_QUESTLOG 0x11
#define UI_STATUSAREA 0x12
#define UI_WPMENU 0x14
#define UI_MINIPANEL 0x15
#define UI_PARTY 0x16
#define UI_TRADE 0x17
#define UI_MSGS 0x18
#define UI_STASH 0x19
#define UI_CUBE 0x1a
#define UI_BELT 0x1f
#define UI_HELP 0x21
#define UI_MERC 0x24
#define UI_SCROLL 0x25
Code: Select all
#define GetUIVar(UI) (GetUIVarSTUB(UI))
Code: Select all
DWORD NAKED FASTCALL GetUIVarSTUB(DWORD UI)
{
__asm
{
MOV EAX, ECX;
JMP D2CLIENT_GetUiVar_I;
}
}
Code: Select all
FUNCTION(D2CLIENT, GetUiVar_I, DWORD FASTCALL, (DWORD dwVarNo), 0xBE400) //(v1.13c Pointer)
Re: What does your mod look like?
Result of improved font :
Now this is WAY better ^^
Now this is WAY better ^^
Re: What does your mod look like?
Yes, it looks better now. Good work.