Page 1 of 4 1234 LastLast
Results 1 to 10 of 33

Thread: How to move the 'CharPortraitRight'

  1. #1

    Default How to move the 'CharPortraitRight'

    Hi,

    My question is : can we move the 'CharPortraitRight'? if yes can anyone help me please ?

    Some screen to be more accurate :


    And i would like to have that on mid/left of the screen :


    I'm using the normal ui and i think we have to change something on this file :

    <?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
    <!-- $Change: 350080 $ (must be within the first 200 characters of the file) -->
    <View xmlns:template = "template.dtd"
    name = "left_portrait"
    view_layout = "stacked"
    h_alignment = "LEFT"
    energy_empty_gfx="PortraitGUI/bar_energy_target/bar_energy_target_00.tga"
    energy_low_gfx="PortraitGUI/bar_energy_target/bar_energy_target_33.tga"
    energy_high_gfx="PortraitGUI/bar_energy_target/bar_energy_target_66.tga"
    energy_full_gfx="PortraitGUI/bar_energy_target/bar_energy_target_100.tga">
    <template:ProgressBar template:name = "ManaBarShort"
    bg_gfx = "PortraitGUI/portraitsbottom/bar_mana_empty.tga"
    fg_gfx = "PortraitGUI/portraitsbottom/bar_mana.tga"
    />
    <template:ProgressBar template:name = "ManaBarLong"
    bg_gfx = "PortraitGUI/portraitsbottom/bar_long_empty.tga"
    fg_gfx = "PortraitGUI/portraitsbottom/bar_mana_long.tga"
    />
    <template:ProgressBar template:name = "StaminaBarShort"
    bg_gfx = "PortraitGUI/portraitsbottom/bar_stamina_empty.tga"
    fg_gfx = "PortraitGUI/portraitsbottom/bar_stamina.tga"
    />
    <template:ProgressBar template:name = "StaminaBarLong"
    bg_gfx = "PortraitGUI/portraitsbottom/bar_long_empty.tga"
    fg_gfx = "PortraitGUI/portraitsbottom/bar_stamina_long.tga"
    />
    <View view_layout="horizontal">
    <View view_layout="stacked" h_alignment="LEFT" v_alignment="BOTTOM">
    <View view_layout="vertical" h_alignment="LEFT">
    <BuffListView name = "BuffListView"
    h_local_alignment = "LEFT"
    layout_borders = "Rect(15,0,0,0)"
    icon_size = "Point(31,31)"
    icon_spacing = "Point(3,3)"
    full_size_limit = "6"
    max_columns = "10"
    filter = "hostile|friend"
    />
    <View view_layout="horizontal" h_local_alignment="CENTER" layout_borders="Rect(-8,0,0,-3)">
    <View view_layout="horizontal">
    <BitmapView name = "SkullLeft"
    bitmap_gfx = "PortraitGUI/little_skull.tga"
    view_flags = "WID_IGNORE_WHEN_HIDDEN"
    />
    <TextView name = "NameView"
    view_flags = "WID_IGNORE_WHEN_HIDDEN"
    feature_flags = "TVF_RENDER_SHADOW|TVF_RENDER_HALO"
    default_color = "active"
    font = "LARGE"
    layout_borders = "Rect(0,0,0,0)"
    />
    <TextView name = "LevelView"
    view_flags = "WID_IGNORE_WHEN_HIDDEN"
    feature_flags = "TVF_RENDER_SHADOW|TVF_RENDER_HALO"
    default_color = "active"
    font = "LARGE"
    layout_borders = "Rect(5,0,0,0)"
    />
    <BitmapView name = "LockView"
    bitmap_gfx = "PortraitGUI/lock_white.tga"
    max_size_limit = "Point(25, 25)"
    view_flags = "WID_IGNORE_WHEN_HIDDEN"
    />
    <BitmapView name = "SkullRight"
    bitmap_gfx = "PortraitGUI/little_skull.tga"
    view_flags = "WID_IGNORE_WHEN_HIDDEN"
    />
    </View>
    </View>
    <View view_layout="stacked">
    <View view_layout="vertical">
    <BitmapView name = "StatBarsContainer"
    view_layout = "vertical"
    layout_borders = "Rect(-6,0,0,6)"
    layout_inner_borders = "Rect(0,14,10,0)"
    interaction_borders = "Rect(15,12,22,0)"
    h_alignment = "RIGHT"
    view_flags = "WID_HANDLE_MOUSE">
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_minion.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_normal.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_miniboss.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_boss.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_group_minion.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_group_normal.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_group_boss.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_raid_minion.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_raid_subnormal.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_raid_normal.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_raid_boss.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_player_right.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_object.tga"/>
    <ProgressBar name = "HealthBar"
    orientation = "right"
    slider_mode = "clip"
    slide_down_time = "0.1"
    slide_up_time = "0.0"
    left_margin = "0"
    right_margin = "0"
    flash_on_reduce = "false"
    bg_gfx = "PortraitGUI/portraitsbottom/bar_health_empty.tga"
    fg_gfx = "PortraitGUI/portraitsbottom/bar_health.tga"
    layout_borders = "Rect(0,10,26,0)"
    label_color = "white"
    />
    <View view_layout="horizontal" layout_borders="Rect(0,2,21,0)">
    <ProgressBar name = "StaminaBar"
    view_flags = "WID_IGNORE_WHEN_HIDDEN"
    orientation = "right"
    slider_mode = "clip"
    slide_down_time = "0.1"
    slide_up_time = "0.0"
    left_margin = "0"
    bg_gfx = ""
    fg_gfx = ""
    label_font = "SMALL"
    label_color = "white"
    />
    <View name="BarSpacer" view_flags="WID_IGNORE_WHEN_HIDDEN" layout_borders="Rect(2,0,0,0)"/>
    <ProgressBar name = "ManaBar"
    view_flags = "WID_IGNORE_WHEN_HIDDEN"
    orientation = "right"
    slider_mode = "clip"
    slide_down_time = "0.1"
    slide_up_time = "0.0"
    left_margin = "0"
    bg_gfx = ""
    fg_gfx = ""
    label_font = "SMALL"
    label_color = "white"
    />
    </View>
    <VLayoutSpacer/>
    </BitmapView>
    </View>
    <BitmapView name = "BossOverlay"
    layout_borders = "Rect(0,0,10,4)">
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_boss_overlay.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_group_boss_overlay.tga"/>
    <nocreate:Bitmap name="PortraitGUI/portraitsbottom/portrait_background_raid_boss_overlay.tga"/>
    </BitmapView>
    </View>
    </View>
    <View name = "TargetContainerView"
    view_layout = "vertical"
    h_alignment = "LEFT"
    layout_borders = "Rect(197,0,0,13)"
    view_flags = "WID_IGNORE_WHEN_HIDDEN">
    <TextView name = "TargetNameView"
    layout_borders = "Rect(17,0,0,-3)"
    max_size_limit = "Point(140,COORD_MAX)"
    default_color = "active"
    feature_flags = "TVF_RENDER_SHADOW|TVF_RENDER_HALO"
    />
    <BitmapView name = "TargetHealthBarBg"
    view_layout = "stacked"
    bitmap_gfx = "PortraitGUI/portraitsbottom/targettarget_bg.tga">
    <CharStatBar name = "TargetHealthBar"
    stat_type = "health"
    slide_down_time = "0.1"
    slide_up_time = "0.0"
    flash_on_reduce = "false"
    bg_gfx = ""
    fg_gfx = "PortraitGUI/portraitsbottom/targettarget_health.tga"
    flash_gfx = "PortraitGUI/portraitsbottom/targettarget_flash.tga"
    label_color = "white"
    />
    </BitmapView>
    </View>
    <BitmapView name="EnergyIcon" layout_borders="Rect(67,0,0,57)" v_local_alignment="BOTTOM"/>
    </View>
    </View>
    </View>

    Thanks for your time.

  2. #2

    Default

    I have reversed the location of the right and left portraits (my character portrait is on the right, and the mob target portrait is on the left) on my UI, so yes, it is possible to move them. The file I edited was the bottombar.xml file. The section you need to look for is the following:

    <View name="RPortraitViewDock"
    view_layout="stacked"
    h_alignment="LEFT"
    _min_size_limit="Point(-1,COORD_MAX)"
    _max_size_extend="Point(COORD_MAX,-1)"
    layout_borders="Rect(0,0,212,0)"/>

    The line you need to edit is the layout_borders line. In the brackets, the four numbers reference coordinates left, top, right, bottom. Increasing the first number moves the image to the right, the second number moves it down, the third number moves it to the left, and the last number raises it from the bottom.

    I changed the last coordinate from 0 to 400 to raise the portrait in my UI as shown in the following:
    http://i382.photobucket.com/albums/o...picture000.jpg

    Your file has to be in a customized file folder to do this, specifically age of conan/data/gui/customized/views/HUD

    You will probably need to experiment with the coordinates to get the position you want. Each time you save a change to the .xml file, just alt tab back in the game and /reloadui to see the effect. Then alt tab back to the file to modify it further till you get the desired result.

    One word of warning: the UI elements are nested within each other, so there are some limits to what you can do before everything starts going haywire... for example, I wasn't able to move the portrait more to the right of the screen without having the bottom bars start to split up. If you can understand the table structure of the file, you might be able to get around that problem, but that was beyond me.

    Good luck.
    Last edited by GeneralFear; 8th October 2013 at 03:54.

  3. #3

  4. #4

    Default

    WOW!!! This is great!!!!

    I need to figure out how to do it now. I have never once messed with any my AoC files, let alone even look at them.

  5. #5

    Default

    You can also enable "movable portraits" in the interface menu. You can then put you and/or your target's health bars anywhere you want. No file modding needed.

  6. #6

    Default

    The problem for me with "movable" portraits is that you can't lock them in place once you have them where you want them. Maybe it's just me, but I don't know how many times I've accidentally moved them in the middle of a boss fight to someplace that is near or off the edge of the screen, so I'm madly trying to figure out how to get them back and stay focused on the battle. If the movable portraits could be locked in place the way casting bars are, for sure that would make things a whole lot easier.

  7. #7

    Default

    Quote Originally Posted by GeneralFear View Post
    I changed the last coordinate from 0 to 400 to raise the portrait in my UI as shown in the following: http://i382.photobucket.com/albums/o...picture000.jpg
    So if you hadn't flip flopped your portrait with your target's portrait, your target's portrait stays in the middle of your screen like that permanently and it can't be dragged off to the side?

    Can you do this with the target's target at all? Or your timer bars? That'd be so cool if I could fix those things in place and never drag them away mid fight.
    Conqueror Mairenne ~ Guardian Isabetha ~ Dark Templar Adayna
    Ranger Annalici ~ Barbarian Cailannah ~ Assassin Kaidha
    Necromancer Laylesi, Stirmatka ~ Demonologist Mavash ~ Herald of Xotli Nebithet
    Priest of Mitra Siracus ~ Tempest of Set Millah ~ Bear Shaman Yasuyin

  8. #8

    Default

    um, do the buffs and debuffs follow moved bars, and cast bars??

    id like cast bars in the middle of screen which files am i looking for?
    Last edited by farmpom; 5th October 2013 at 09:01.
    40k kills
    [Deathbyheals]: but you'd get face f*cked in 2 seconds if you didnt have all the cheats
    [** a 'The Law' insider**]: actually they(the law) flame u the most[**a The Law' insider**]: the y(the law) say u hack like a bitch
    [Group] [Aoccompanion]: oh no its hacker bowless
    [Hotranger]: i heard you were a cheater
    [Chriscause]: Sinful nice speedhack

  9. #9

    Default

    Quote Originally Posted by Mairenne View Post
    So if you hadn't flip flopped your portrait with your target's portrait, your target's portrait stays in the middle of your screen like that permanently and it can't be dragged off to the side?

    Can you do this with the target's target at all? Or your timer bars? That'd be so cool if I could fix those things in place and never drag them away mid fight.
    Yes, the target's portrait is permanently fixed when you change the coordinates and won't be moved in-game.

    You can't permanently lock the moveable target of target portrait as far as I know. However, the fixed target of target portrait (select show target's target in interface options) is associated with the target portrait and moves with it. It can be relocated somewhat, if desired, using the same technique. On my interface, for example, I have raised it significantly above the target portrait so I can keep an eye on it.

    Buffs and debuffs are also associated with the character and target portraits, and move with them. However, you can alter them too, if you like... by raising or lowering where they appear, adjusting the number of columns, changing the size, etc.

    Every ui element that has the contains the following definition layout_borders="Rect(0,0,212,0)" can be moved, but with caution, because it may be nested within another element and either affect it or be affected by it when changed.

    For example, if you don't like the buff bar way up at the top of the screen, it can also be moved, and modified to suit your preferences more.
    Last edited by GeneralFear; 5th October 2013 at 14:23.

  10. #10

    Default

    Quote Originally Posted by farmpom View Post
    um, do the buffs and debuffs follow moved bars, and cast bars??

    id like cast bars in the middle of screen which files am i looking for?
    Buffs and debuffs move with the character portraits. They can be raised higher, though, if you find they are getting in your way.

    Timer bars are very easy to move around. Just click show timer bars in the advanced interface options, move them where you want, then go back to the interface and deselect the option. They won't move again. Wish other moveable elements worked the same way.. but nope.
    Last edited by GeneralFear; 5th October 2013 at 14:23.

Page 1 of 4 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •