TMA/ Tofu/ Whatever it's called's UI looks really great :). Didn't know dialogs could look that good. I know there won't be much chance, but any is there a chance of having a look at how you did it :)?
The UI only looks as good as how much effort you put into it, what I did wasn't special, anyone can draw using the pencil, I just have a good eye for design. The colours I used are mainly #111111, #222222, #333333 in different patterns. You will need a good screen to distingush them apart though, on older monitors they might all look black.
The first rule of thumb is to design everything on paper first, no matter what I or Dryeyece is doing everything is on paper, it allows you to revaluate your throughts and polish your design before you invest too much work into it. This UI I designed way back in August last year, you can see a copy of the UI of the map I sent in to Blizzard's custom map competition; The basic layout is the same, but I used dialogs, in the end of the UI was really amazing with only using dialogs (dialog items, such as buttons etc).
I use transparent .tga files because the .dds plugin doesn't work with photoshop - this means my files are slightly larger but not by much.
I designed the whole UI, everything, in photoshop in a single file, then I went through basically cutting it out of the file, pasting it in a new file and saving it.
The code isn't anything fancy, I will post the code from the setting up of the background of the menubar at the top. I use top left anchors because I can move the image in Photoshop to top left, move it in photoshop to the correct pixel perfect position and then it will give me the coordinates so I don't waste time in the editor trying to figure out where it goes. The secret is obviously setting the background image of the dialog to blank.dds, after that you are sweet to import whatever custom art you want.
i am trying to create some custom ui stuff for my map and i would like to ask some things..
@DogmaiSEA
basically it is creating an invisible dialog and attaching images to it, right?
how does that work with different resolutions? you encountered any problems? i mean that basic border at the top and bottom (like between the minimap and the ability bar) - that screenshot is 2.560px × 1.440px but what if the user plays 800x600 (may happen due to whatever reason..) on slightly lower resolutions they just overlap and noone would notice i guess, but then soon the ability bar would go right into the minimap i think..?
what about removing the original interface...?
thats the basic thing to do if you're creating an custom ui, but i dont even know how to do that.. i dont think it is just hiding the UI while using the trigger to hide it..
would be nice if you could answer these questions for me.
i am trying to create some custom ui stuff for my map and i would like to ask some things..
@DogmaiSEA
basically it is creating an invisible dialog and attaching images to it, right?
how does that work with different resolutions? you encountered any problems? i mean that basic border at the top and bottom (like between the minimap and the ability bar) - that screenshot is 2.560px × 1.440px but what if the user plays 800x600 (may happen due to whatever reason..) on slightly lower resolutions they just overlap and noone would notice i guess, but then soon the ability bar would go right into the minimap i think..?
what about removing the original interface...?
thats the basic thing to do if you're creating an custom ui, but i dont even know how to do that.. i dont think it is just hiding the UI while using the trigger to hide it..
would be nice if you could answer these questions for me.
Sorry for reactivating this old thread, but this question is of great interest for me right now.
I'd be very happy, if Dogmai would tell us something about it :).
Please? :D
i second that for patch 1.3 PLS PLS PLS
There is ...
If you are talking about custom UI like in Tofu / Project TMA then it is done by dialogs, with a little help from sc2layouts, but 99% dialogs.
could you direct me to thes tutorials? pls . i havent really beena ble to fidn a good UI tutorial.
maybe 1 for bigginers ( showing how to remove the sc2 UI , and add button i can click to use spells and stuff .)
im very new and newbish to Triggers. thanks :)
thank you :)
@DogmaiSEA: Go
TMA/ Tofu/ Whatever it's called's UI looks really great :). Didn't know dialogs could look that good. I know there won't be much chance, but any is there a chance of having a look at how you did it :)?
Pencil tool in Photoshop, 1 pixel at a time.
The UI only looks as good as how much effort you put into it, what I did wasn't special, anyone can draw using the pencil, I just have a good eye for design. The colours I used are mainly #111111, #222222, #333333 in different patterns. You will need a good screen to distingush them apart though, on older monitors they might all look black.
The first rule of thumb is to design everything on paper first, no matter what I or Dryeyece is doing everything is on paper, it allows you to revaluate your throughts and polish your design before you invest too much work into it. This UI I designed way back in August last year, you can see a copy of the UI of the map I sent in to Blizzard's custom map competition; The basic layout is the same, but I used dialogs, in the end of the UI was really amazing with only using dialogs (dialog items, such as buttons etc).
August 2010: http://www.dogmai.org/mapcontest.jpg
February 2011: http://www.dogmai.org/tofudialogs.jpg
March 2011: http://www.dogmai.org/tofu.jpg
I use transparent .tga files because the .dds plugin doesn't work with photoshop - this means my files are slightly larger but not by much.
I designed the whole UI, everything, in photoshop in a single file, then I went through basically cutting it out of the file, pasting it in a new file and saving it.
The code isn't anything fancy, I will post the code from the setting up of the background of the menubar at the top. I use top left anchors because I can move the image in Photoshop to top left, move it in photoshop to the correct pixel perfect position and then it will give me the coordinates so I don't waste time in the editor trying to figure out where it goes. The secret is obviously setting the background image of the dialog to blank.dds, after that you are sweet to import whatever custom art you want.
hey there.
i am trying to create some custom ui stuff for my map and i would like to ask some things..
@DogmaiSEA
basically it is creating an invisible dialog and attaching images to it, right?
how does that work with different resolutions? you encountered any problems? i mean that basic border at the top and bottom (like between the minimap and the ability bar) - that screenshot is 2.560px × 1.440px but what if the user plays 800x600 (may happen due to whatever reason..) on slightly lower resolutions they just overlap and noone would notice i guess, but then soon the ability bar would go right into the minimap i think..?
what about removing the original interface...?
thats the basic thing to do if you're creating an custom ui, but i dont even know how to do that.. i dont think it is just hiding the UI while using the trigger to hide it..
would be nice if you could answer these questions for me.
What?! Now I'm kinda disappointed... =/
Sorry for reactivating this old thread, but this question is of great interest for me right now. I'd be very happy, if Dogmai would tell us something about it :).
Why the fuck didn't you send me a PM.
Holy necromancy, Batman!