So let me start with a guide on the interface.
There is a good guide at
http://www.lotrointerface.com/index.php?p=guides
But if that makes your face squint with confusion I simplified it even further.
The first rule of development and design is DONT PANIC!! Be patient.
Guide:
If you are wishing to design some UI interfaces the basics are this. This is really good and I am explaining it in the simplest of forms. UI interfaces is my specialty, its what I do every day, all day professionally. The first thing to understand is "Dont Panic!!"
U dont need to know xml coding to understand this. They have actually made this very simple.
You can read where to place these files here at this website.
http://www.lotrointerface.com/index...._ui_skinning_1
Let me start by explaining the xml file because that is the basis for all of your UI design. Everything feeds off that file. XML or any programming is easy if you speak the language just like any other language. If you know what it means or what its saying you will understand how to talk to the computer to make it do what you want.
For example Mapping ArtAssetID="level_background" FileName="vitals\level_background.tga"
In XML language I am saying.
"Computer, use the file name level_background.tga located in the vitals folder for the UI section level_background."
Ok now that you understand what programming language means lets discuss how to design the interface we want.
You have one .xml file, you can have more than one but that is advanced xml scripting, so we will stick to just one.
The file has to be named SkinDefinition.xml. The best way to code XML is to do it in a notepad or notepad+.
When you open that file it will look like this.
<?xml version="1.0" encoding="UTF-8" ?>
- <opt>
- <!--
Skin Name: ArenUI - Halloween Edition
Skin Creator: Aren of <Two Words>, Windfola
Skin Version: 3.
-->
<SkinName Name="ArenUI v3" />
<Mapping ArtAssetID="LetterBoxBottom" FileName="mainbar.tga" />
<Mapping ArtAssetID="level_background" FileName="vitals\level_background.tga" />
<Mapping ArtAssetID="level_background_red" FileName="vitals\level_background_red.tga" />
<Mapping ArtAssetID="bag_inventory" FileName="invisible.tga" />
<Mapping ArtAssetID="bag1" FileName="invisible.tga" />
<Mapping ArtAssetID="bag2" FileName="invisible.tga" />
Dont PANIC!!
Its not as hard as you think.
The first line to look at is the skinname.
- This is what DDO will identify it as when you go into your options screen to select the skin. So if I were to implement this skin, then go into DDO, go into options, ui settings, current user skin. In the drop down list there would be "default" and then "ArenUI v3". This is the most important aspect. If there is no name, the file will not parse and wont work.
Next is the Mapping ArtAssetID
- There are two parts to this line that are important.
You will notice the line says
Mapping ArtAssetID="LetterBoxBottom" FileName="mainbar.tga"
The first part is "Letterboxbottom" This indicates which UI you are defining an image for. Let me say that again so its clear. This first part defines a specific part of the UI, not the image. In this case it means that you are defining the image for the letterbox bottom. The definitions for each aspect of the Ui can be found here.
http://www.lotrointerface.com/index...._ui_skinning_2
The next part is the actual image. It is recomended that you use TGA. I will explain what that is in a second but for now just know what that means. What it means is that you are telling the game engine to use the the image name mainbar.tga for letterboxbottom.
After that there is nothing else to it. Thought it was going to be harder than that huh? Not so. So basically lets review. Remember two things about the xml file. The Skinname and the Mapping ArtAssetID. The skinname defines what you want it to be called, the ArtassetID tells the program in two parts what to do. The first is what UI to use, the next is what image to use and where to find it.
DIRECTORY STRUCTURE -
This is also important.
All of the UI skins are placed in a directory called "uiskins. So on your C: drive or wherever you put your DDO installation. You will see this most likely.
C:\Program Files\Dungeons and Dragons Online\Uiskins
Or it could be here.
C:\Documents and Settings\username\My Documents\Dungeons and Dragons Online\Uiskins
Where ever it is, that is what you must know and understand in order to implement your skins.
Once you find the directory your directory must be named uiskins"skin name"
So it will look like this.
C:\Program Files\Dungeons and Dragons Online\Uiskins\uiskinsArenUIV3
THIS IS IMPORTANT!!
Underneath that uiskins sub directory you will put first your SkinDefinition.xml and then all of your TGA files. How you organize that is up to you. Typically people organize it in more sub-directories so its more visually pleasing rather than a folder with a bunch of TGA files in them. But you can organize that however you want. Just make sure the Filename in the Mapping script line matches the correct path. So if you have this.
\uiskinsArenUI3\silver\side_right.tga
Then the filename line in your script should say silver\side_right.tga
That sounds complicated but it will make more sense when you start writing your script.
That is the basics of setting up your UI interface.
First - Define your skinname in the xml file
Second - Organize your TGA images and define what TGA image goes for which aspect of the UI
Third - Design your directory structure to make it more manageable.
WAIT!! Dont stop yet I need to explain what in the heck TGA images are.
TGA images are specialized, high quality, images. These normally can only be created or edited in programs such as Photoshop, CorelDraw, or Paintshop Pro. In other words you can't just open them up in a regular J-peg viewer. You can place JPG or BMP files there but their quality will not be as good.
If your using photoshop, make sure to FLATTEN your layers before publishing or the image file will be too big.
In the next post I will give an example of how to set up a basic UI interface.
It sounds much more complicated than it is.
Cont. below