I'm kidding, it's only minor issues now
EDIT: The issue with the chat font is better, but on some letters (q, y, p, g, j) the bottom bits hang down and overlap. It's not that much of an issue though :P
Last edited by Pixil; 2012-08-15 at 10:54 AM.
---------- Post added 2012-08-15 at 12:32 PM ----------
Minor tweaks and this is fullscreen, it still looks larger than reality in-game but what can ya do :P
PS. Some of the missing buttons are to make way for MoP copying my beta layout pretty much (which get changed around bit by bit)
Last edited by Azshira; 2012-08-15 at 11:34 AM.
"You face not the Mod Hammer alone, but the infractions I command."
Here we go... http://screencast.com/t/5BRuJAwP8ib
Like I've said before, please take it as constructive criticism, rather than me ripping into your UI!
Not because the minimap doesn't look great, but because it doesn't even remotely go with the rest of the UI.
To speak about the rest of your UI: There's a million things I'd do to it, but I'll run through basics.
First of all, you have two Player frames, and I don't know why you'd have that.
I'd definitely change the texture of the Unit frames. The current texture makes the UI look bulgy, which contributes to the entire UI looking messy. I'd also reduce the width on all frames (save for ToT). It would save you a lot of screen space, and there is little reason you'd need them that wide in the first place.
Your Unit frames aren't set up at all, and have the out-of-the-box settings. For example, ontop of having two Player frames, you also have two Cast bars.
You have unnecessary information on both your Player and Target frames. For example, I doubt you will forget your own name/level/class/race. It doesn't need to be there. Furthermore, you don't need to write out the class of your Target frame, if you're going to have its Health bar in class colour. Race is also rarely important to know, and so you can save more space by removing that from the Target frame, too.
Your Mana bars are really a lot thicker than they have to be.
Your ToT frame is a simple copy of your Target frame, but at a reduced size. Text on ToT is almost unreadable. Also, you don't actually need most of that information available.
Font colour. The font colour on your Player/Target/ToT, Boss mods, Action bars, Cast bar and buffs is white. But the font colour of your raid frames is yellow (and also barely readable). I'd use class colour for names across the entire UI, and colour the Health bars in a single colour instead of having them in class colour. This would give you a much more consistent design, while still holding the same functionality.
The font is also different on your Cast bar.
You don't need your Bags bar to be displayed. Especially if you're running a Bag addon. You can also make the menu bar only visible on mouse-over to save you some more space. I'm sure you can find a more suitable placement for your Aura bar.
.. And then we come to the Minimap. As I said before; it does not suit the UI. But if you're adamant on keeping it, you should fine new free space in your bottom-right corner after removing the Bags/Menu bars. This would make it look more in place. And you could then re-align your buffs to the side of your screen.
I also would not have that many Action bars visible, but then you appear to be a clicker. If you could go down to only having one bar at the bottom of your UI, you could save even more screen space.
And your Player and Target frames do not appear to be aligned.
Anyway, good luck.
Datatext panel is a separate frame created through standard means. It can be whatever you want.
Code for edit box is this
keep in mind that this should be into a for cycle, otherwise it wouls work only for first chat frame and not for the others.Code:_G['ChatFrame1EditBox']:SetScript("OnShow", function(self) _G["dataTextPanel"]:Hide() end) _G['ChatFrame1EditBox']:SetScript("OnHide", function(self) _G["dataTextPanel"]:Show() end)
Hi guys. I just started reworking my UI, tho I got stuck right at the start. I want to use pixel fonts, but the problem is that with almost every pixel font the text is either overlapping next line or it's very close to it which makes it hard or impossible to read. Like in this picture:
That isn't the worst one but it's pretty annoying and in chat it looks even worse (chars like p, q, g, y are inside next line). Ss there any way to fix through game or the only way would be to edit the font file itself?
Also I could really use some help with vuhdo - I'm struggling with color settings as I can't use color picker plus or some addon of this kind to help me, I had to set color through addon's saved variables. That worked pretty well for healthbar color but when I edit background color (in-game or through saved variables) the resulting color is darker than it should be so I have to guess some lighter color to make it match. Do you know what could be causing that?
Last edited by Treeston; 2012-08-15 at 04:10 PM.
The aura's that I was using, for both personal buffs and the over-all raiding debuffs were done using two copies of sFilter. One for me and one for the target that was modified to appear in combat and display whether the target has every possible debuff. Mainly for raid-leading and because I thought it looked nice.
As for the positioning of them I thought I'd try something that I once had a while ago similar to here and here. I used to have them where you suggested in the latest UI that I released seen here.
The actionbar is transparent because of stance dancing on a warrior and druid. I did start without an actionbar but having 10 classes and 20 different talent specs it got a little overwhelming trying to remember everything.
The quest tracker is something I have always wanted to change but I never found a simple way to change the font. Every one I found required downloading another addon with extras that I didn't want so I just made do with it.
The blue percentage is for mana, the white one is for health and the combat text was turned on by accident ): I actually had it turned off most of the time when I was playing.
But yeaaah. There was still a lot I wanted to do with the UI but my sub ran out and I won't be re-subbing until a bit into MOP for a month. I'll re-do something then with all the new toys and a new class to play with! If my step-sister didn't change her password I'd be able to have a mess around in 5.0.
---------- Post added 2012-08-15 at 06:23 PM ----------
That should fix your chat spacing, depending on the addon you're using and where to put that code. I used Phanxchat.
As for the raid; it seems like there'd be two different variables of code. One to set the position of the name and one to set the position of the health. It'd be as simple as moving the health down 2 or 3 pixels to fix it. Again this all depends on the addons you're using. Always helps to let us know which addons you're having trouble with so we can investigate it further.
This is on my 27 inch screen, i am waiting for mists of pandaria to sort out ember / rune / combo points / holy power etc and spells to put on the bars although i have planned to make everything without a CD on hidden bars anyway.
Edit - Have already fixed the right bartender and target unit positioning, its centered now : )
Last edited by AjayxD; 2012-08-15 at 06:10 PM.
Also, the font for your Buff timers seem a bit large. I'd have them in the size of your HP numbers.
I'd also use the same spacing for the Raid frames, that you use for your Minimap. And not have them along the border of the bottom panel, but instead so that the spacing is even on all sides of every frame.
And the spacing between your Buffs does not appear to be the same as the spacing between Action buttons.
I'd also reverse the text lay-out of your Target frame, to mirror your Player frame. The HP bars can still move right-to-left, but your vision is centred, and so the vital information should be too. Doing the same to your ToT shouldn't be a must.
You have the option to play with more panels, too. Doing so would make it feel less stiff, and 'lift' the UI up quite a bit.
tordenflesk, carebear - I knew that function and I tried it, but it always ended up that spacing would change only within one message but not between messages itself. Anyway, when I was doing some testing with it I found out that I had to call :Clear() function first or otherwise it would end up as I described. So thank you for your help, I should be able to manage this on my own now
carebear - I'm using VuhDo (it was mentioned in my previous post but I should've started with it). I wanted to avoid going through that code but I guess I won't have much choice