What does your mod look like?
Moderator: Nefarius
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
Been working on some new D3 panels.
Here is the Waypoints.
Here is the Waypoints.
- kidpaddle94
- Principality
- Posts: 2057
- Joined: Thu Aug 13, 2009 2:54 pm
- Location: localhost
Re: What does your mod look like?
Wow, that looks very god. I love it for sure.
Me, I'm working on a new project for my mod, UIsettings. It allows you to modify the colors of many aspects of the game, via either the ini config file, or chat commands. Chat commands have been added so you can change your mind in-game. The ini config sets the default colors.
Here is what I have done as of now.
.title(ColorCode) -> Changes the UIsettings title name color for messages sent by UIsettings. Example, .title(1) = red.
http://i39.tinypic.com/f3zxop.jpg
.automap(ColorCode) -> Changes the automap top right corner text color. Example, .automap(1) = red.
http://i39.tinypic.com/zwn5u.jpg
Edit: .lifetext(ColorCode) -> Changes the percentage display text color on the life orb. Example, .lifetext(1) = red.
http://i42.tinypic.com/29zxvzd.jpg
Edit2: .manatext(ColorCode) -> Changes the percentage display text color on the mana orb. Example, .manatext(1) = red.
http://i43.tinypic.com/1ryqdh.jpg
More to come later ^^
Me, I'm working on a new project for my mod, UIsettings. It allows you to modify the colors of many aspects of the game, via either the ini config file, or chat commands. Chat commands have been added so you can change your mind in-game. The ini config sets the default colors.
Here is what I have done as of now.
.title(ColorCode) -> Changes the UIsettings title name color for messages sent by UIsettings. Example, .title(1) = red.
http://i39.tinypic.com/f3zxop.jpg
.automap(ColorCode) -> Changes the automap top right corner text color. Example, .automap(1) = red.
http://i39.tinypic.com/zwn5u.jpg
Edit: .lifetext(ColorCode) -> Changes the percentage display text color on the life orb. Example, .lifetext(1) = red.
http://i42.tinypic.com/29zxvzd.jpg
Edit2: .manatext(ColorCode) -> Changes the percentage display text color on the mana orb. Example, .manatext(1) = red.
http://i43.tinypic.com/1ryqdh.jpg
More to come later ^^
Last edited by kidpaddle94 on Mon Apr 09, 2012 8:21 am, edited 1 time in total.
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
My current quest log.
Icons are still being worked on but i have one example of Den of Evil quest.
Icons are still being worked on but i have one example of Den of Evil quest.
- kidpaddle94
- Principality
- Posts: 2057
- Joined: Thu Aug 13, 2009 2:54 pm
- Location: localhost
Re: What does your mod look like?
Wow, again, fantastic work. I like it!
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
Thankskidpaddle94" wrote:Wow, again, fantastic work. I like it!
Im currently working on a better stat screen and inventory... once again. haha
EDiT:
Here is new stat screen. I decided to keep it simple, with only a few new stats that
will be added once implemented.
Some of you may be wondering, where is the stamina?
There is no longer a need to have a display for it.
All characters have 100 stamina, representing 100%.
No character will gain extra stamina per vitality or level.
No item will grant extra stamina.
Regenerate stamina still exists but will be less common.
I also came to the conclusion that Class, and Character Name were of no big importance to be displayed.
Re: What does your mod look like?
Seriously dude, you got the best GUI I've ever seen in this forum, and can't wait to try this out.
Re: What does your mod look like?
dammit man. Yours looks better than mine. :/ guess i need to get back to work :'(
- kidpaddle94
- Principality
- Posts: 2057
- Joined: Thu Aug 13, 2009 2:54 pm
- Location: localhost
Re: What does your mod look like?
New addition to my mod again. I always wanted to do this, but it was not allowed to discuss how to do it on here, even if I never really understood why. I know it's used for many hacks, but when taking a look at v1.110f/v1.11b functions list, I see functions that are much more hacky than this.
Anyways, mine is much more improved...
I made it so I can display specific monsters on the automap, like seen on this screenshot: http://i42.tinypic.com/24e9bo0.jpg
I could make all monsters display if I wanted, but I only wanted to show "heroes" on the automap, such as Act Bosses, Uber Bosses, etc...
I also can control the distance at which I start to see those monsters on the automap, to avoid easy sniping. I also can control the colors, but Red is what fits the best for enemies I think.
Anyways, mine is much more improved...
I made it so I can display specific monsters on the automap, like seen on this screenshot: http://i42.tinypic.com/24e9bo0.jpg
I could make all monsters display if I wanted, but I only wanted to show "heroes" on the automap, such as Act Bosses, Uber Bosses, etc...
I also can control the distance at which I start to see those monsters on the automap, to avoid easy sniping. I also can control the colors, but Red is what fits the best for enemies I think.
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
Lurix" wrote:Seriously dude, you got the best GUI I've ever seen in this forum, and can't wait to try this out.
Thanks guys.k0r3l1k" wrote:dammit man. Yours looks better than mine. :/ guess i need to get back to work :'(
I've spent a lot of time on these, well most the time was just figuring out how to organize them
and playing around with D2ExpRes's capabilities.
Im now working on the Inventory, Buysell, and Trade panels. But i am first trying to figure out how
to organize the inventory before i begin the others.
Inventory has slowed me down for some time, as i am trying to make it simple, but interesting at the same time.
The vanilla style i posted earlier was just too bland for me. I want to spice it up a bit more.
But so far no ideas at mind.
Here is what i have been messing around with.
If you like it, which version do you think i should use?
The version with or without the icons.
- Demon9ne
- Champion of the Light
- Posts: 385
- Joined: Mon Dec 20, 2004 6:01 am
- Location: IL, USA
- Contact:
Re: What does your mod look like?
Black_Eternity:
Your screens are great.
The placement icons look good, but maybe drop the opacity on them.
Two other things to consider--
- If you're doing a D3-esque mod, your items will all be 1x1 slot and you won't need that much grid space below.
- If you're keeping D2 charms, they'll be hell to balance with an inventory grid of that size.
Your screens are great.
The placement icons look good, but maybe drop the opacity on them.
Two other things to consider--
- If you're doing a D3-esque mod, your items will all be 1x1 slot and you won't need that much grid space below.
- If you're keeping D2 charms, they'll be hell to balance with an inventory grid of that size.
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
Thanks for the feedback. But,Demon9ne" wrote:Black_Eternity:
Your screens are great.
The placement icons look good, but maybe drop the opacity on them.
Two other things to consider--
- If you're doing a D3-esque mod, your items will all be 1x1 slot and you won't need that much grid space below.
- If you're keeping D2 charms, they'll be hell to balance with an inventory grid of that size.
Im not completely remaking D3. If all items were 1x1 my grid would only have about 10 slots. and it would look weird since i cant easily
resize the images like blizz did for D3. This is why you see that almost all equipment is 2x3 except the belt. Even then most misc items
are 2x2, except the occasional potion or quest item.
And charms are no issue, since i have completely redone them.
Player will be capped at how many they can carry.
EDIT:
Here is a view at the border frame in 1280x768
Lowered the opacity like suggested on the placement icons.
The bottom UI still needs a little touching up and belts still need realigned.
I also decided to go all out on the D3 UI.
Trademark Screen
Main Screen
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
And sorry for double but maximum 3 images per post.
TCP/IP Screen
Credits
TCP/IP Screen
Credits
- Necrolis
- Throne
- Posts: 9125
- Joined: Sat Mar 25, 2006 1:22 pm
- Location: The Land of the Dead
- Contact:
Re: What does your mod look like?
D2, DOS mode
(well no this is actually just some place holder stuff for replacing the gfx engine, just need to get texture caching working)
(well no this is actually just some place holder stuff for replacing the gfx engine, just need to get texture caching working)
Netiquette, Do you USE it?!?! | Nefarius' Fixed TXT Files | Terms Of Service
Blackened | Day of Death | D2GFEx
"What was yours is mine. Your land, your people, and now your life." - Lim-Dul, the Necromancer
Judgement is Final, Death is Eternal
- kidpaddle94
- Principality
- Posts: 2057
- Joined: Thu Aug 13, 2009 2:54 pm
- Location: localhost
Re: What does your mod look like?
Current /players setting now displays in automap text (Extra Difficulty): http://i40.tinypic.com/wrjtxt.jpg
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
This is my Party Screen in action.
Stash:
Horadric Cube:
Stash:
Horadric Cube:
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
Here is the NPC trade screen (BuySell)
NPC's will no longer offer repairs, instead the player will buy a repair tool kit that will
also benefit the player by granting "Smithing Points" With this experience players will
be able to craft better items and add extra attributes to already existing items.
Also here is the Trade screen (Between chars)
I also went about changing the color of certain item descriptions.
As you can see in the pic below, i have changed Defense/Damages to display in Red
Chance to Block in Blue, and Durability/Quantity to Orange as these changes make the
descriptions less strenuous on the eyes.
NPC's will no longer offer repairs, instead the player will buy a repair tool kit that will
also benefit the player by granting "Smithing Points" With this experience players will
be able to craft better items and add extra attributes to already existing items.
Also here is the Trade screen (Between chars)
I also went about changing the color of certain item descriptions.
As you can see in the pic below, i have changed Defense/Damages to display in Red
Chance to Block in Blue, and Durability/Quantity to Orange as these changes make the
descriptions less strenuous on the eyes.
- kidpaddle94
- Principality
- Posts: 2057
- Joined: Thu Aug 13, 2009 2:54 pm
- Location: localhost
Re: What does your mod look like?
Great work, on all of them xd
I like the repair idea also.
I like the repair idea also.
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
Thankskidpaddle94" wrote:Great work, on all of them xd
I like the repair idea also.
It looks like i skipped a little bit in my post above, but i'll just post it here instead of editing it.
Smithing points are to forge items from basic materials.
Crafting points, well pretty self explanatory, but takes existing items.
I'm currently working on a new skill system. But here is the main idea.
Each class will obtain special attributes that will allow critical hits to be more effective.
Example Barb > Fury, Sorc > Arcane etc.
Depending on the skill and its attributes a spell could deal twice the damage.
I'm still playing around with a couple calculations but if all goes well it should turn out pretty nicely.
- weapon-x
- Arch-Angel
- Posts: 1047
- Joined: Wed Mar 18, 2009 4:52 am
- Location: Mindanao, Philippines
- Contact:
Re: What does your mod look like?
!@#$% can't wait to try your modEach class will obtain special attributes that will allow critical hits to be more effective.
keep up the good work man, everything looks cool...
" 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?
For information to post before d3 is no longer 1x1 slots demon
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
Ahh yes, after playing the beta last weekend, armors is now 1x2kingpin" wrote:For information to post before d3 is no longer 1x1 slots demon
Re: What does your mod look like?
I was not happy with my UI, so I decided to make a new one (again...).
I currently have done the NPC trade screen and the inventory :
I currently have done the NPC trade screen and the inventory :
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: What does your mod look like?
Nice, i like the control panel.
I also notice that in your inventory, it appears that the leggings? are a tad squeezed (Box does not fit graphic).
When i was experimenting with my different inventories i realized its best to leave
a little extra space for the item.
Example, in my inventory.txt my torso armor is:
torsoLeft: 733
torsoRight: 801
torsoTop: 277
torsoBottom: 373
torsoWidth: 68 <-i assume you used standard item width/height like 56x56 or 56x84
torsoHeight: 96
As you can see I added 6 px on each side, this way the equipment is always centered and leaves
some room between the item graphic and the border or box. Because for some reason the equipment is always a little off.
Just a little suggestion to help your ui look the best.
Here is a little visual to explain.
I also notice that in your inventory, it appears that the leggings? are a tad squeezed (Box does not fit graphic).
When i was experimenting with my different inventories i realized its best to leave
a little extra space for the item.
Example, in my inventory.txt my torso armor is:
torsoLeft: 733
torsoRight: 801
torsoTop: 277
torsoBottom: 373
torsoWidth: 68 <-i assume you used standard item width/height like 56x56 or 56x84
torsoHeight: 96
As you can see I added 6 px on each side, this way the equipment is always centered and leaves
some room between the item graphic and the border or box. Because for some reason the equipment is always a little off.
Just a little suggestion to help your ui look the best.
Here is a little visual to explain.
Re: What does your mod look like?
Yes you'r right about the boots. That's the only item that do this, others ones are ok strangely. Will look at this later I think
I have now completed the stash :
Edit :
Cube is also done :
I have now completed the stash :
Edit :
Cube is also done :
Re: What does your mod look like?
I'm curious, where are you getting these D3 assets?Because I'd also like to try my hand at creating a decent widescreen GUI. Not in the same style, but using a few of the same assets (mostly just the bottom bar, redone)
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - ArchangelAlthough done for our needs, mod-makers should like these changes, too.