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Post here if you care (or dont care :) about UI editing
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jonwil
Rocket Infantry


Joined: 24 Jul 2005

PostPosted: Sat Oct 13, 2007 8:53 am    Post subject:  Post here if you care (or dont care :) about UI editing Reply with quote  Mark this post and the followings unread

If you care about being able to edit the C&C3 UI, post here. I am trying to find out if its worth spending the time to continue working on UI editing, UI tools, UI work etc.

Post something like:
"I dont care about changing the UI at all"
"I can do everything that I need to do by editing the textures so I dont care about UI editing"
"I care about UI editing, please continue your work"
"I dont care about UI editing right now but later I will need to edit the UI"

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Oct 13, 2007 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Sure, i would love some UI tools, more tools the better ^_^

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Chronosheep
Soldier


Joined: 02 Sep 2007
Location: My avatar pretty much gives it away...

PostPosted: Sat Oct 13, 2007 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I would love to have tools for UI editing.
One question, however: Is it possible at this time to give any indication on what functions you would be able to include in such a tool? A little hard for me to say if I would find it useful or not when I have no idea of what it could include...

A little offtopic: Can you confirm that the maximum possible number of unit ability slots is 4, and not 6? Referring to http://ppmsite.com/forum/viewtopic.php?t=16226. PM me if you don't want to discuss it in this topic.

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jonwil
Rocket Infantry


Joined: 24 Jul 2005

PostPosted: Sat Oct 13, 2007 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can confirm that the unit ability button slots is definatly restricted to 4. More specifically, the TacticalHUDSelectionDetails UI page (which codes for the entire square box down the bottom including the ability buttons) has 4 buttons hardcoded into the programming.

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Chronosheep
Soldier


Joined: 02 Sep 2007
Location: My avatar pretty much gives it away...

PostPosted: Sat Oct 13, 2007 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... how can you tell just from the TacticalHUDSeclectionDetails.xml file that the number is hardcoded to 4, and not anything else? Confused
I see that the file refers to many other files, of different types; eg. TacticalHUDSeclectionDetails.const, TacticalHUDSeclectionDetails.apt, and TacticalHUDSeclectionDetails.dat... Have you managed to decode some of these, and find anything there, or did I miss something important in TacticalHUDSeclectionDetails.xml when i failed to find anything there that could suggest that 4 is the hardcoded number...?

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jonwil
Rocket Infantry


Joined: 24 Jul 2005

PostPosted: Sat Oct 13, 2007 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

The full format of the *.apt files, *.const files, *.dat files and *.ru files is now known.

But to find out this information about the hardcoded number, I ran the TacticalHUDSeclectionDetails.eaf file (and the other files it references) through my eaf2swf program (an eaf file is basically a swf file with some small changes that eaf2swf undoes) and I then looked at the swf file in a swf program (Sothink SWF Decompiler) which allowed me to see the objects and programming of the swf file in question. (and allow me to see that its hardcoded at 4)

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Chronosheep
Soldier


Joined: 02 Sep 2007
Location: My avatar pretty much gives it away...

PostPosted: Sat Oct 13, 2007 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, ok. I just want to make sure (and know for myself) that there is NO way, what so ever, to make more than 4 buttons, before the idea is discarded. Too bad the number is 4, then. More upgrade/ability slots would have given modders a potential to make greater depth in the gameplay.
The only thing I find a bit strange, is the fact that AssetTypeInGameUITacticalCommandSlots.xsd allows for a maximum of 6 slots, but then again I suppose the 2 others may have been removed, or been made a part of the cells that show the rank, number of similiar units selected, and active upgrades.

Anyway, I'm sure I would find some UI tools useful, keep up the work.

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