Langerd Posted February 7, 2016 Posted February 7, 2016 Well I am making the new menu look but i have some problem.. The blue tabel overlay. I cant find the texture of it. The one that is the save and load list and also the one where the controls and setup tools an be change.
Asgarath83 Posted February 14, 2016 Posted February 14, 2016 This one. How to change it? Mmmm, you can change editing MENU file, maybe you can locate where is spawned into the MENU file of the setting options.otherwise should be into gfx/menus folder into the assest of original game...okay, is not easy, but you need to check to setup.MENU file (setup menu by main menu) and ingamesetup.MENU file (setup during gameplay) into ui/folder of assest1.pk3 of original game.>.< you need to find the correct itemdef that spawn this box when this menu screen is loaded.PS: check the PM box
skew Posted February 17, 2016 Posted February 17, 2016 This one. How to change it?&&0 That box is this object in the setup.menu file: itemDef { name setup_background group none style WINDOW_STYLE_FILLED rect 260 185 340 225 backcolor 0 0 .6 .5 forecolor 1 1 1 1 border 1 bordercolor 0 0 .6 1 visible 0 decoration } That object is made visible whenever you click on any of the main option buttons. See this example where you see the "show setup_background" command: itemDef { name gameoptionmenubutton group setup_submenu text @MENUS_OPTIONS text "Jedi Fighter Options" type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 80 257 170 24 font 3 textscale 0.9 textalignx 160 textaligny 2 textalign ITEM_ALIGN_RIGHT textstyle 0 forecolor 1 .682 0 1 visible 1 descText @MENUS_CONFIGURE_GAME_OPTIONS mouseEnter { show gameoptionsbutton_glow } mouseExit { hide gameoptionsbutton_glow } action { play "sound/interface/button1.wav" defer VideoSetup videowarningMenu show setup_background hide video hide applyChanges hide video2 hide vidrestart hide sound show options hide langapply hide mods hide defaults setitemcolor setup_submenu forecolor 1 .682 0 1 ; setitemcolor gameoptionmenubutton forecolor 1 1 1 1 ; } } That object has the style WINDOW_STYLE_FILLED which will get drawn like this in the code: if (w->style == WINDOW_STYLE_FILLED) { // box, but possible a shader that needs filled if (w->background) { Fade(&w->flags, &w->backColor[3], fadeClamp, &w->nextTime, fadeCycle, qtrue, fadeAmount); DC->setColor(w->backColor); DC->drawHandlePic(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->background); DC->setColor(NULL); } else { DC->fillRect(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->backColor); } } This means that if you set the "background" key to a shader for that menu item, it would draw the background shader using the "backcolor" color vector. If you don't have the background key set (just like it is in the setup.menu file by default), it will draw a rectangle using backcolor directly without any shaders. Hope this helps! EDIT: Long story short, set a "background" key with whatever shader you want to use in the setup_background item! Langerd and Asgarath83 like this
Langerd Posted February 18, 2016 Author Posted February 18, 2016 That box is this object in the setup.menu file: itemDef { name setup_background group none style WINDOW_STYLE_FILLED rect 260 185 340 225 backcolor 0 0 .6 .5 forecolor 1 1 1 1 border 1 bordercolor 0 0 .6 1 visible 0 decoration } That object is made visible whenever you click on any of the main option buttons. See this example where you see the "show setup_background" command: itemDef { name gameoptionmenubutton group setup_submenu text @MENUS_OPTIONS text "Jedi Fighter Options" type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 80 257 170 24 font 3 textscale 0.9 textalignx 160 textaligny 2 textalign ITEM_ALIGN_RIGHT textstyle 0 forecolor 1 .682 0 1 visible 1 descText @MENUS_CONFIGURE_GAME_OPTIONS mouseEnter { show gameoptionsbutton_glow } mouseExit { hide gameoptionsbutton_glow } action { play "sound/interface/button1.wav" defer VideoSetup videowarningMenu show setup_background hide video hide applyChanges hide video2 hide vidrestart hide sound show options hide langapply hide mods hide defaults setitemcolor setup_submenu forecolor 1 .682 0 1 ; setitemcolor gameoptionmenubutton forecolor 1 1 1 1 ; } } That object has the style WINDOW_STYLE_FILLED which will get drawn like this in the code: if (w->style == WINDOW_STYLE_FILLED) { // box, but possible a shader that needs filled if (w->background) { Fade(&w->flags, &w->backColor[3], fadeClamp, &w->nextTime, fadeCycle, qtrue, fadeAmount); DC->setColor(w->backColor); DC->drawHandlePic(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->background); DC->setColor(NULL); } else { DC->fillRect(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->backColor); } } This means that if you set the "background" key to a shader for that menu item, it would draw the background shader using the "backcolor" color vector. If you don't have the background key set (just like it is in the setup.menu file by default), it will draw a rectangle using backcolor directly without any shaders. Hope this helps! EDIT: Long story short, set a "background" key with whatever shader you want to use in the setup_background item! Ok Thanks! I will check it today I hope it will solve the problem
Langerd Posted February 18, 2016 Author Posted February 18, 2016 That box is this object in the setup.menu file: itemDef { name setup_background group none style WINDOW_STYLE_FILLED rect 260 185 340 225 backcolor 0 0 .6 .5 forecolor 1 1 1 1 border 1 bordercolor 0 0 .6 1 visible 0 decoration } That object is made visible whenever you click on any of the main option buttons. See this example where you see the "show setup_background" command: itemDef { name gameoptionmenubutton group setup_submenu text @MENUS_OPTIONS text "Jedi Fighter Options" type ITEM_TYPE_BUTTON style WINDOW_STYLE_EMPTY rect 80 257 170 24 font 3 textscale 0.9 textalignx 160 textaligny 2 textalign ITEM_ALIGN_RIGHT textstyle 0 forecolor 1 .682 0 1 visible 1 descText @MENUS_CONFIGURE_GAME_OPTIONS mouseEnter { show gameoptionsbutton_glow } mouseExit { hide gameoptionsbutton_glow } action { play "sound/interface/button1.wav" defer VideoSetup videowarningMenu show setup_background hide video hide applyChanges hide video2 hide vidrestart hide sound show options hide langapply hide mods hide defaults setitemcolor setup_submenu forecolor 1 .682 0 1 ; setitemcolor gameoptionmenubutton forecolor 1 1 1 1 ; } } That object has the style WINDOW_STYLE_FILLED which will get drawn like this in the code: if (w->style == WINDOW_STYLE_FILLED) { // box, but possible a shader that needs filled if (w->background) { Fade(&w->flags, &w->backColor[3], fadeClamp, &w->nextTime, fadeCycle, qtrue, fadeAmount); DC->setColor(w->backColor); DC->drawHandlePic(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->background); DC->setColor(NULL); } else { DC->fillRect(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->backColor); } } This means that if you set the "background" key to a shader for that menu item, it would draw the background shader using the "backcolor" color vector. If you don't have the background key set (just like it is in the setup.menu file by default), it will draw a rectangle using backcolor directly without any shaders. Hope this helps! EDIT: Long story short, set a "background" key with whatever shader you want to use in the setup_background item! IT WORKS ! Yeah!!! Thanks!! But there is red and white layer in some options D:
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