Thread: Post Your UI

  1. #9821
    Epic!
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    Finally getting somewhere with my UI. Still a couple of things I'd like to do:

    • Increase the amount of player buffs in the top right.
    • Sort out the role icon on the party frames
    • Sort out the buffs on the party frames
    • Fix the boss ability emotes in the middle of the screen (They appear fuzzy and the wrong size)

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  2. #9822
    Quote Originally Posted by carebear View Post
    Finally getting somewhere with my UI. Still a couple of things I'd like to do:

    • Increase the amount of player buffs in the top right.
    • Sort out the role icon on the party frames
    • Sort out the buffs on the party frames
    • Fix the boss ability emotes in the middle of the screen (They appear fuzzy and the wrong size)

    Looks very nice. I always concidered your UI's an inspiration for my personal UI work, minimal but still with all required information in place.

    I noticed the party borders on the party frames buffs go behind the HP bar where they overlap the frame. Is that a design choice or do you still need to fix the frame level? I've been playing arround with buffs/debuffs/aura's overlapping my UI frames partially and I'm close to finsihing it for testing purpose.

    On a general note, and I would like to hear your point of view Carebear (other opponions are welcome aswell), what's your idea about buffs/debuffs/auras setup on the player and target frames? I'm always having a hard time making minimalistic frames and messing arround with the buff layout. I feel buffs/debuffs make or break your layout. Do you just show all (de)buffs or did you try filtering them? Just one row or let them stack?

    Personally, I'm thinking of going for a filtered setup (like filger f.e.) but that's so hard to keep it updated/managed. Maybe a split setup for PvP/PvE purposes? Curious to see what you guys think about this.
    Requests by PM [closed] - My work

  3. #9823
    Quote Originally Posted by carebear View Post
    Finally getting somewhere with my UI. Still a couple of things I'd like to do:

    • Increase the amount of player buffs in the top right.
    • Sort out the role icon on the party frames
    • Sort out the buffs on the party frames
    • Fix the boss ability emotes in the middle of the screen (They appear fuzzy and the wrong size)

    What unit frames are those? They look really nice.

  4. #9824
    Quote Originally Posted by carebear View Post
    finally getting somewhere with my ui. Still a couple of things i'd like to do:

    • increase the amount of player buffs in the top right.
    • sort out the role icon on the party frames
    • sort out the buffs on the party frames
    • fix the boss ability emotes in the middle of the screen (they appear fuzzy and the wrong size)

    gimme dat ui d:

  5. #9825
    Quote Originally Posted by ZealousSpartan View Post
    What unit frames are those? They look really nice.
    Knowing carebear, they're either StUF or oUF.
    We have done the impossible, and that makes us mighty. - Sgt. Malcolm "Mal" Reynolds, Battle of Serenity Valley

  6. #9826
    Quote Originally Posted by Taryble View Post
    Knowing carebear, they're either StUF or oUF.
    oUF meh I can't write lua at all. I really like the bars though >.<

  7. #9827
    Quote Originally Posted by carebear View Post
    • Sort out the role icon on the party frames
    Would this interest you?
    Code:
    theString = ''
    role = UnitGroupRolesAssigned(unit) 
    
    if role == "TANK" then
        theString = theString.."T"
    end
    if role == "HEALER" then
        theString = theString.."H"
    end
    if role == "DAMAGER" then
        theString = theString.."D"
    end
    
    
    return theString

  8. #9828
    Quote Originally Posted by tordenflesk View Post
    Would this interest you?
    Code:
    theString = ''
    role = UnitGroupRolesAssigned(unit) 
    
    if role == "TANK" then
        theString = theString.."T"
    end
    if role == "HEALER" then
        theString = theString.."H"
    end
    if role == "DAMAGER" then
        theString = theString.."D"
    end
    
    
    return theString
    That would interest me, but where should I be putting that? Using oUF_Qulight btw

  9. #9829
    Quote Originally Posted by carebear View Post

    1. The % symbols drive me crazy. Can't you just color the hp% as green to red and remove the % symbol?
    2. For your part frames I would keep the player name class colored when dead and have the hp% say "Dead" instead of 0% when the person isn't alive.
    3. Assuming the colored outlines on the party frames are for threat, those could be a little bit thinner, like 1px prolly.
    4. Your dps meter texture is different than your uf texture. Also, the dps meter placement seems pretty random.
    5. Boss frame placement---also pretty random.
    6. What's the number 10 on your target's debuffs? Whatever it is, the placement is odd.
    7. Chatframe placement is too far in to the screen compared to your minimap.
    8. Combo point display seems disconnected. Perhaps overlay it on top of the bottom edge of your unitframe to mimic the text on your other unitframes.

    That's all...for now :P

    <3
    Ish

    p.s. I am also working on a san-serif ui that I will post a pic of soon

  10. #9830
    Mechagnome DaveL's Avatar
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    here, have mine.. nothing special..
    Last edited by Treeston; 2013-01-25 at 06:15 AM.

  11. #9831
    What font is that you are using for chat, davel?

  12. #9832
    Mechagnome DaveL's Avatar
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    DorisPP with Prat addon

  13. #9833
    What unit frames are those Davel?

  14. #9834
    Quote Originally Posted by Ishtara View Post
    1. The % symbols drive me crazy. Can't you just color the hp% as green to red and remove the % symbol?
    2. For your part frames I would keep the player name class colored when dead and have the hp% say "Dead" instead of 0% when the person isn't alive.
    3. Assuming the colored outlines on the party frames are for threat, those could be a little bit thinner, like 1px prolly.
    4. Your dps meter texture is different than your uf texture. Also, the dps meter placement seems pretty random.
    5. Boss frame placement---also pretty random.
    6. What's the number 10 on your target's debuffs? Whatever it is, the placement is odd.
    7. Chatframe placement is too far in to the screen compared to your minimap.
    8. Combo point display seems disconnected. Perhaps overlay it on top of the bottom edge of your unitframe to mimic the text on your other unitframes.

    That's all...for now :P

    <3
    Ish

    p.s. I am also working on a san-serif ui that I will post a pic of soon
    All these are things I noticed among a few other things.

    Whie it looks good and works for casual play (nothing wrong with that). It seems too minimalist for a serious raiding UI. Lacks the ability to really track up times on things to maximize performance.
    Last edited by bOOURNS; 2013-01-24 at 10:21 PM.

  15. #9835
    The Lightbringer Joyful's Avatar
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    Suggestions of what I can improve.

  16. #9836
    Quote Originally Posted by Sakpoth View Post
    This is my code to add 1px borders to Skada bars. Starting at Skada\BarDisplay.lua:259
    Code:
    				-- Initialization of bars.
    				bar = mod:CreateBar(win, barid, barlabel, data.value, win.metadata.maxvalue or 1, data.icon, false)
    				bar.id = data.id
    --- insert this ---
    				if not bar.bg then
    					local frame = CreateFrame("Frame", nil, bar)
    					frame:ClearAllPoints()
    					frame:SetPoint("TOPLEFT", bar, "TOPLEFT", -1, 1)
    					frame:SetPoint("BOTTOMRIGHT", bar, "BOTTOMRIGHT", 1, -1)
    					frame:SetBackdrop({
    						edgeFile = [=[Interface\ChatFrame\ChatFrameBackground]=], edgeSize = 1,
    						bgFile = [=[Interface\ChatFrame\ChatFrameBackground]=],
    						insets = {left = 1, right = 1, top = 1, bottom = 1}})
    					frame:SetFrameLevel(bar:GetFrameLevel())
    					frame:SetBackdropColor(0, 0, 0, .3)
    					frame:SetBackdropBorderColor(0, 0, 0)
    					bar.bg = frame
    				end
    --- end ---
    @Joyful
    Use this to add a border to your meters (assuming you use Skada)

    Also top center of the screen is cluttered up with system stats, error messages, focus gains and cooldowns ready.
    Last edited by bOOURNS; 2013-01-24 at 10:55 PM.

  17. #9837
    Mechagnome DaveL's Avatar
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    Quote Originally Posted by ZealousSpartan View Post
    What unit frames are those Davel?
    AltzUI . .

  18. #9838
    Got buried a few pages back:

    Thanks for all the helpful replies everyone. Anyone have a suggestion for mimicing the elvui raid frames? The closest I got to mimicing them was playing A LOT with Vuhdo but even then; vuhdo doesn't support smooth health bars on their raid frames.

  19. #9839
    Quote Originally Posted by Distefano View Post
    On a general note, and I would like to hear your point of view Carebear (other opponions are welcome aswell), what's your idea about buffs/debuffs/auras setup on the player and target frames? I'm always having a hard time making minimalistic frames and messing arround with the buff layout. I feel buffs/debuffs make or break your layout. Do you just show all (de)buffs or did you try filtering them? Just one row or let them stack?
    I agree with you. It's not easy to do this correctly and I'd with the same approach. Either only display frequently used or important debuffs or don't use them at all.

    If the layout allows it (a lot of free space), sometimes I choose to display all buffs and debuffs there. You can still filter out the most frequent and unimportant buffs and be fine.

  20. #9840
    Quote Originally Posted by Lea View Post
    Any chance to download your UI? Could need it for my shaman, its so clean and nice.
    I second this, this would be very nice for my warlock.

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