ryefish
Literate
- Joined
- Feb 22, 2021
- Messages
- 9
Howdy All! I'm new to ToEE and I've set out to make a couple tweaks to the UI before starting my first adventure. Let me know if I should start a fresh thread rather than necro this one (or should I be posting to co8?) - I had intended to do so but while scanning previous posts I discovered this one and a number of the changes mentioned are what I've been trying to do - with some success (I think). Specifically: expand window sizes, show all info on charsheet without tabbing (other than different class spells), and center dialog, among a bunch of other things.
I don't know if any or all of these have already been resolved or implemented elsewhere since this was first posted. If so, please let me know. Hopefully something I've discovered is useful. I have a LOT of notes and a number of questions, but for now I'll just try to give a brief description of some of the things I've been experimenting with.
First off: Resizing window backgrounds.
I've had success changing window sizes of some windows (charsheet/rollhistory/townmap) by making changes in overrides/art/interface/[component]_ui/. The fix I've been experimenting with involves modifying 3 file types in concert, the main .img, the main .mes, and a grid of .tga images. I'll use townmap_ui as an example here:
EDIT: map_interface.img
This is a 4 byte file that stores the width (first 2 bytes) and height (second 2 bytes) of the complete background image.
EDIT/ADD: map_interface.tga files
The .tga files work as tiles in a numbered grid (_COL_ROW) that starts at the lower left corner (_0_0), going up columns and then over rows. The maximum size of an individual .tga appears to be 256x256. I you need more height or width than that, add more rows or columns respectively.
EDIT: 0_townmap_ui_locations.mes
And that should be everything: The .img now sets a larger size for the total image, the .tga tiled grid fills it, and the .mes file positions/sizes the window that gets displayed. And now I can see all of Hommlet to the North and South, I just have to pan a little to see all of the far side East of town, I assume on a widescreen you could see the entire map at once.
Know Issues: This has worked well so far, although while experimenting with setting the localmap fullscreen (I run at 1280x1024) the game has now started to crash whenever I quit. I haven't looked into crash at all yet so could be an issue related to how big I made it or could be something completely unrelated (I've got a lot of 'test' changes floating around in my codebase right now).
Important Note: I have not tested this change or any of my others beyond the tutorial or the starting location in Hommlet. I still have not started the campaign and I am doing my best to remain spoiler free. Which has let me there are things I won't be able to test (like the list of maps in the townmap screen - I only have 2 maps).
It has turned out that even trying to give a brief description of this experimental solution has turned into a rather long post. I'll continue with my changes in another post.
Oh, and thank you so much for the truly incredible mod! I've been looking for something like this for a long time.
And do let me know if you have any problems testing this fix: its possible a typo could have crept in.
I don't know if any or all of these have already been resolved or implemented elsewhere since this was first posted. If so, please let me know. Hopefully something I've discovered is useful. I have a LOT of notes and a number of questions, but for now I'll just try to give a brief description of some of the things I've been experimenting with.
First off: Resizing window backgrounds.
I've had success changing window sizes of some windows (charsheet/rollhistory/townmap) by making changes in overrides/art/interface/[component]_ui/. The fix I've been experimenting with involves modifying 3 file types in concert, the main .img, the main .mes, and a grid of .tga images. I'll use townmap_ui as an example here:
EDIT: map_interface.img
This is a 4 byte file that stores the width (first 2 bytes) and height (second 2 bytes) of the complete background image.
ex: CF 02 BC 01 (hex bigendian?) -> 2CF 1BC (hex) -> 719 x 444 (same size listed in .mes)
Change this to the larger desired sizeex: 00 04 00 03 for 1024x768
EDIT/ADD: map_interface.tga files
The .tga files work as tiles in a numbered grid (_COL_ROW) that starts at the lower left corner (_0_0), going up columns and then over rows. The maximum size of an individual .tga appears to be 256x256. I you need more height or width than that, add more rows or columns respectively.
ex: to make a 1024x768 background need 4x256 wide and 3x256 high, that's 12 images named map_interface_[COL]_[ROW].tga
..._0_0, ..._0_1, ..._0_2,... _1_0, ..._1_1, ..._1_2, ..._2_0, ..._2_1, ..._2_2, ..._3_0, ..._3_1, ..._3_2
Note: I find it easiest to copy and existing 256x256 .tga and rename it to generate new image files...._0_0, ..._0_1, ..._0_2,... _1_0, ..._1_1, ..._1_2, ..._2_0, ..._2_1, ..._2_2, ..._3_0, ..._3_1, ..._3_2
EDIT: 0_townmap_ui_locations.mes
change main_window width {012} -> 1024
change main_window height (013} -> 768
change mapview_window width {} -> 706
change mapview_window height {} -> 768
add about 300 to x position of other displayed buttons
Note: Unfortunately I've changed my layout since I did this so I don't have exact x pos for the buttons, just push them to right off the map.
change main_window height (013} -> 768
change mapview_window width {} -> 706
change mapview_window height {} -> 768
add about 300 to x position of other displayed buttons
Note: Unfortunately I've changed my layout since I did this so I don't have exact x pos for the buttons, just push them to right off the map.
And that should be everything: The .img now sets a larger size for the total image, the .tga tiled grid fills it, and the .mes file positions/sizes the window that gets displayed. And now I can see all of Hommlet to the North and South, I just have to pan a little to see all of the far side East of town, I assume on a widescreen you could see the entire map at once.
Know Issues: This has worked well so far, although while experimenting with setting the localmap fullscreen (I run at 1280x1024) the game has now started to crash whenever I quit. I haven't looked into crash at all yet so could be an issue related to how big I made it or could be something completely unrelated (I've got a lot of 'test' changes floating around in my codebase right now).
Important Note: I have not tested this change or any of my others beyond the tutorial or the starting location in Hommlet. I still have not started the campaign and I am doing my best to remain spoiler free. Which has let me there are things I won't be able to test (like the list of maps in the townmap screen - I only have 2 maps).
It has turned out that even trying to give a brief description of this experimental solution has turned into a rather long post. I'll continue with my changes in another post.
Oh, and thank you so much for the truly incredible mod! I've been looking for something like this for a long time.
And do let me know if you have any problems testing this fix: its possible a typo could have crept in.