I would probably just not use the default timer window. Just create a dialog, which updates every second.
Not saying its impossible, though, but probably more work and less flexibility (you can easily incorporate the timer dialog in other dialogs, add stuff, change the display style and whatever)
<Frametype='TimePanel'name='GameUI/UIContainer/FullscreenUpperContainer/TimePanel'file='GameUI'><Frametype="Image"name="BackgroundImage"><!-- change this value to change the image --><Textureval="@UI/BorderRoundedWhite"layer="0"/><!-- change this value if you're not using a different type image. (options: None/Normal/Border/HorizontalBorder/EndCap) --><TextureTypeval="Border"layer="0"/><!-- change this value if it should stretch instead of repeat (true=repeat, false=stretch) --><Tiledval="true"layer="0"/></Frame></Frame>
Hope I have the right panel here, I wrote this is 3 minutes ;p
if you set the Texture value to something that starts with "@" then you need to specify the file in the Assets.txt file using the same reference.
if you start with "@@" then the frame becomes race dependent, and you can specify in the Assets.txt file the refence_Race to use different images per race.
well if it's a template then one of these 2 should work:
<Frametype='TimePanel'name='TimePanelTemplate'file='TimePanel'><Frametype="Image"name="BackgroundImage"><!-- change this value to change the image --><Textureval="@UI/BorderRoundedWhite"layer="0"/><!-- change this value if you're not using a different type image. (options: None/Normal/Border/HorizontalBorder/EndCap) --><TextureTypeval="Border"layer="0"/><!-- change this value if it should stretch instead of repeat (true=repeat, false=stretch) --><Tiledval="true"layer="0"/></Frame></Frame>
or
<Frametype='TimePanel'name='TimePanel/TimePanelTemplate'file='GameUI'><Frametype="Image"name="BackgroundImage"><!-- change this value to change the image --><Textureval="@UI/BorderRoundedWhite"layer="0"/><!-- change this value if you're not using a different type image. (options: None/Normal/Border/HorizontalBorder/EndCap) --><TextureTypeval="Border"layer="0"/><!-- change this value if it should stretch instead of repeat (true=repeat, false=stretch) --><Tiledval="true"layer="0"/></Frame></Frame>
The title says it all really: I want to change the background of the default timer windows, using layout files... :-S
I would probably just not use the default timer window. Just create a dialog, which updates every second.
Not saying its impossible, though, but probably more work and less flexibility (you can easily incorporate the timer dialog in other dialogs, add stuff, change the display style and whatever)
@Obatztrara: Go
Hope I have the right panel here, I wrote this is 3 minutes ;p
if you set the Texture value to something that starts with "@" then you need to specify the file in the Assets.txt file using the same reference.
if you start with "@@" then the frame becomes race dependent, and you can specify in the Assets.txt file the refence_Race to use different images per race.
This doesnt work... I think the problem is that it's a template...
Also the path should be GameUI/UIContainer/FullscreenUpperContainer/TimePaneltemplate but it won't work like that, either.
I'm probably gonna switch to dialog items like Kueken suggested. Allows for more flexibility, too.
@Obatztrara: Go
well if it's a template then one of these 2 should work:
or