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Menu blue tabel - where is the texture for that?


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f4433f530fd340590e56c1d979604f2a.jpg

 

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 ;)

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f4433f530fd340590e56c1d979604f2a.jpg

 

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
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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

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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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