Had a huge update to my UI.
Moved my unit frames back to default position and added in an addon called
Galvin's Unit frames.
About 20 seconds in is my UI in action.
At this point, do you still need to have the default unit frames shown at all? (Also I believe the addon is called "Galvin's UnitBars".)
I think those might be action buttons - either way, though, I agree; I think squares would look better. Also, the icons appear to be stretched rather than cropped, which to me kind of ruins the intended effect somewhat.
I also think the horizontal divider between the cast bar and raid frames should either be both above and below the raid frames or not be there at all.
Pretty much have to agree with Constie here. You're playing with two sets of unit frames which to me seems useless. I have my player frame directly underneath my character and if I re-enabled the default unit-frames it would just sit in the top corner like yours and just be there for no reason at all!
Just adding an update to show what I've done. Few code adjustments and have the UI somewhere near what it used to be. Not sure what I want to do with the unit-frames yet.
Last edited by Hulari; 2013-11-18 at 10:55 AM.
Now that I'm allowed to post links, here are some of the better old UIs from my blog:
I think the Warrior one is the best one; if I were to remake it today I would move the aura frames and target text to where they are in the Shadow one, but otherwise it's pretty much optimal (for dungeon tanking, that is). Also, I don't actually think the last one is very good, myself, but it is the most viewed post on the blog, so I guess others like it.
The chat background is the same as every other background across the full UI (0.15,0.15,0.15,0.8).
Gotham Narrow Black, it's a commercial font I found out about from Kait. The nearest "free" alternative you could get would be Arial Narrow Black, I guess.
Thing is, do you really need a target frame? I've asked myself the same question plenty of times. In the current age, nameplates are able to do as much as a normal target unit-frame except the right-click menu function.
I'm not quite sure how it could be done but if there were a way to enable the right click menu on a targeted nameplate I think it would work out quite well if you were to alpha out other plates to about 0.2 and leave your target plate at 1.0 alpha. It's something I've wanted to have a go at for a while and I have tested it, but I miss the right click menu too much.
As for other suggestions. There's plenty of ways you could work the UI around a center player unit-frame and I guess that's what your going for with the UI?
Here's a bunch of UIs I have had in the past that focus on the player frame being in the middle.
slightly to the side, bunched up straight, target frame slightly above.
Just have a play around. Put your player frame in the middle of the screen where it feels comfortable and then try different placements of the other frames to see where it suits you. I think the third image I listed above works really well with the shape of the default frames if they're placed well with each other and you still want to keep that style of frame.
I personally think that having the player frame in the middle is the best way to have a UI setup as you can focus everything around the center and see other parts of the UI in your peripheral vision.
Well, you asked! http://screencast.com/t/JmE4jJbr
Critiquing the pixel font one (T'is my favourite)
As for the improvements to chat and chat bubbles;
ElvUI -> modules -> chat
Paste this at the bottom
for i = 1, NUM_CHAT_WINDOWS do
local cf = _G[("ChatFrame%d"):format(i)]
cf:SetFont("Fonts\\hooge.ttf", 8, "MONOCHROME OUTLINE")
cf:SetSpacing(3)
cf:SetShadowOffset(0, 0)
end
ElvUI -> modules -> misc -> chatBubbles
Go to this file and find where it says this (there should be 2)
Change both numbers to 6 (I think they're originally set to 14)
frame.text:FontTemplate(nil, 6)
Finally got some spare time to actually use the sliders/scrollframes concept to put up a layout. Very very basic atm and most of the things need to be redone.
full health/power
health/power lost
Non ti fidar di me se il cuor ti manca.
Looks pretty good but don't you think that having at the same time your health/power numbers, the color they're filled with and the "slider" changing is too much?
I would try the same with a display of max health / max power only so that at least the numbers stay the same.
So numbers don't change but the look like bars? Worth a try but i don't think having costantly out max values would be useful. Agree anyway that my way can be a little overkill. Maybe using fixed color like class color for hp and power color for power should look better.
EDIT: this font is pretty cool, but pixel fonts look way better because they have much better contrast; also given the fact they cannot be more than size 32, crispness is really valuable if i plan to go ahead and use text only. Will for sure make some concept with that "rune/tribal font" i posted in a previous page.
Last edited by Coldkil; 2013-11-18 at 05:43 PM.
Non ti fidar di me se il cuor ti manca.