I took the liberty of looking through our forums and found these 4 pictures of some of our raiders UIs:
http://i.imgur.com/EKNfD.jpg - that's our clicking hunter
http://i.imgur.com/5O3hC.jpg - that's our resto shaman - I think he uses like 2 addons or so
http://i.imgur.com/S1irv.jpg - that's our emo frost dk
http://i.imgur.com/W8bMa.jpg - our warrior, he's never really aware of what's going on but he tends to be top of the damage meter.
PS: these are all back from early 4.2 when we had just started our guild most of these people just did pvp back then or hadn't raided for a while at least.
Thought it could bring a smile to the face to all the recent posters with "get the same icon border color, align your stuff etc etc."
Hi, i just wanted to ask a question to the people who helped Senit for his UI (that i'm expecting by the fact !!!)
Senit wanted to show text over his buff & debuff aura,
but there is the thing, i would like to revamp some things in my Elvui and i would like to make these texts disappear.
Have you any idea how to do this ???
Tried to add this to the player.lua and other files like this with that kind of stuff
but it does not work, completely broke the UI...
Certainly should change the oUF core, but there i need your help !
Last edited by riw99; 2012-08-18 at 10:36 PM.
I can probably help you with that. Please post related functions. Remember [CODE]!
that's the point, not sure about where to look at.
tried to change code in Elvui>modules>unitframes>units> and the xxxx.lua
tried to add :
in the code below in player.lua just to tried, but it just destroyed my UI
i think i should try maybe with the lua files in the unitframes folder before.--Buffs
local buffs = frame.Buffs
local rows = db.buffs.numrows
if USE_POWERBAR_OFFSET then
buffs:SetWidth(UNIT_WIDTH - POWERBAR_OFFSET)
buffs.forceShow = frame.forceShowAuras
buffs.num = db.buffs.perrow * rows
buffs.size = db.buffs.sizeOverride ~= 0 and db.buffs.sizeOverride or ((((buffs:GetWidth() - (buffs.spacing*(buffs.num/rows - 1))) / buffs.num)) * rows)
if db.buffs.sizeOverride and db.buffs.sizeOverride > 0 then
buffs:SetWidth(db.buffs.perrow * db.buffs.sizeOverride)
local x, y = self:GetAuraOffset(db.buffs.initialAnchor, db.buffs.anchorPoint)
local attachTo = self:GetAuraAnchorFrame(frame, db.buffs.attachTo)
buffs:Point(db.buffs.initialAnchor, attachTo, db.buffs.anchorPoint, x, y)
buffs:Height(buffs.size * rows)
buffs.initialAnchor = db.buffs.initialAnchor
buffs["growth-y"] = db.buffs['growth-y']
buffs["growth-x"] = db.buffs['growth-x']
if db.buffs.enable then
but which one... or maybe change the oUF core of Elvui but i don't realy know where he is ^^*
Yeah that doesn't look like it's related to the problem. First off I'd recommend getting Notepad++. Do a Ctrl-F "Find in Files" search for "timeLeft" in the UF folders. Delete the lines containing it. (Make sure to backup first, I'm not sure what this will do.)
ok just found quite a lot "timeleft" in the update_elements.lua
i will try things tomorrow, seems to be quite a mess right now ^^
Anyway, what the UI really needs are panels (and borders) to give it some structure.
You could also greatly improve the colour scheme, so that the different elements match each other.
And you're using multiple fonts. Having a different font for your chatbox from the rest of the UI is alright, but more than two fonts across the entire UI makes it look inconsistent. Also, if one font is outlined in one place, it should probably be outlined everywhere.
The (what I assume is) Combat Log text in the centre of the screen works brilliantly with the Cast bar.
I would personally add a 2-4 pixel high panel all along the top and bottom of the screen to impose more structure.
Simple Threat Meter without any text enabled. It'd be minimalistic, and even increases symmetry.
The UI is cool, just a couple of tips:
- as Cowt said, non-square icons are cool, but deformed textures are not. You should try to set the textures right for a better look.
- combat text needs to be less obstructive, reduce the text size (the one of cooldowns is right)
- transparent unitframes is something i tried to use, but in the end they tend sometimes to be confused with the enviroment; if you want to use them, set a less transparent backdrop (.5 alpha is good) so the unitframes are more visible.
Eh, I know the icons are stretched but I've actually grown to like them better that way.
Making the icons un-stretched would require a button texture (similar to the minimap masque) that cuts out the top/bottom of the icon and would remove significant portions of the icon - which would mean you'd choose between a stretched icon or an icon with the top and bottom ~20% removed. (there is a strong chance I will become 100% over that icon set up in a few months, though =|||||| )
I've thought about a panel before (and used to have one that was under the hotbars) but I decided it didn't really fit well and didn't match with anything since going the transparent UF route (previous versions of my UI on WoWI have the panel). Not to mention, this will be an all resolution release, and I don't have any experience setting up a (essentially) screen-wide panel - nor do I care that much for them.
I'll most likely get rid of the xCT panel in the middle of my screen (no need to see that I procc'd something I could care less about, I'll add it to sFilter if it matters). the text above my player frame is essentially a combat log/Eavesdrop/Cascade replacement since I found myself using it less and less and less.... and less.
Appreciate the feedback!
I overlooked two inquiries several pages back.
The font is hooge 05_55 Cyr2. (Which is the same across nearly the entire UI).
The Player and Target frames are designed through Stuf.
Panels are KgPanels. SLDT for status texts.
MSBT for combat text.
Satrina Buff Frames for nearly everything buff-related.
And Grid for Party/Raid frames.
Ok after a few trys, move away this code form the update_elements.lua
sims to work correctly, gonna try this in battleground but the timer is gone and for the moment no bugs.1if self.timeLeft > 0 then
2 local time = UF:FormatTime(self.timeLeft)
3 if self.reverse then time = UF:FormatTime(abs(self.timeLeft - self.duration), true) end
5 if self.timeLeft <= 5 then
6 self.text:SetTextColor(0.99, 0.31, 0.31)
8 self.text:SetTextColor(1, 1, 1)
12 self:SetScript("OnUpdate", nil)
after gonna wait to come back from holidays, working on 1440 resolution, when home its 2560 it changes everything xD
Last edited by riw99; 2012-08-19 at 09:44 AM.
Tweaking just a little more, I got rid of 1 action bar and the buffs on the top are smaller and the map itself is smaller. Changes are makred on screenshot besides the smaller map change.
And raid once again tiny tiny changes: http://i.imgur.com/Uvuud.jpg
Any suggestions what I still could do? I think I have everything good (for me anyway) so far)
Last edited by Azshira; 2012-08-19 at 05:37 PM.
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