As for Big Wigs, the best way would be to load BigWigs and DBM at the same time, then put DBM into Test Mode, configure Big Wigs, and place the bars/messages in the same place. I truly like Big Wigs better but I can't find a good skin for the bars and if I use the default skin, the bars sit right next to each other and it's hard to see where one bar ends and the next begins.
Been using this same layout since at least 2011;
Not the cleanest layout, but it works for me. It's not intended to be lined up perfectly. I use an N52TE and have 1-9, alt, ctrl, f, tab, numpad 0, and space bound (as well as movement to the d-pad). I use the top thumb-button as an interrupt, stun or cc across all the classes I play, and use the bottom thumb button as space to jump (perhaps a worthless binding to some, but not to me). My UI was built around the keypad back when I bought it in 2008 (the time that 3.0 was released and thus my Prot pala had plenty of new abilities and thus a real reason to bind) and it's been mostly the same since then regarding the actionbars, but most everything else has changed.
I'm probably going to be changing it in the next week or 2. I moved to 1440p last October and never got around to redesigning my UI. It scales just fine from 1080, but I figure that I could probably make better use of all the extra space with better scaling of each part.
I'm also waiting on the Orbweaver to turn up so I can effectively bind ctrl, alt, and shift as modifiers without changing my main bindings and have essentially have 64 bindings (and that's without even getting into using multiple modifiers together) instead of the 33 I have now. The N52TE has 16 keys if you include the 2 thumb buttons, while the orbweaver has 22. It's only a small increase, but the extra row of keys means I can open up not only another action bar for binding, but also an entire new set of modifier-based bindings (as I run tab-ctrl-alt on the left-most keys of the N52TE, so I can run tab-shift-ctrl-alt on the orbweaver and it won't change how I play while I adapt to the extra keys).
At the same time, I'm going to redesign the entire UI. The actionbars will probably be laid out to match the Orbweaver key layout. Some would probably advise me to hide them since I'm binding, but I like to be able to relate keys to abilities through visual. I'll also probably go back to custom character frames, buff frames (because I like to have buffs in the top corner) and minimap as I used to use. Raid frames are grid as they always have been and always will be.
I'll draw the basic design in Photoshop before I start to lay it all out. I used to just make it as I went along but I figure I might as well do it properly this time.
JS full stack dev: MongoDB, JQuery, Nodejs, ES5 + ES6, Electron, AngularJS | Projects in development: VTemp
ArmouryOriginally Posted by Blizzard Entertainment
type /dom lock enable bar 6 and place it somewere stupid..
put your macros on it.
bind your macro's to that bar only
type /dom lock Disable bar 6 and you have your macro's working fine.
you possibly put them on the toolbar thats held with Shift meaning the KB can be funny and would be Shift mousewheel up etc..
anyways that how i got round it.
as for destro its easy to configure,
just go into weak aura's and view the soul shards section just duplicate and instead track burning embers you only need to know when you have a full ember bar or not. thats how i did it. lydude awesome interface
Update on changes
-lightened the class colors
-cleaned up questlog layout
-added black lines to separate the skada bars
-moved buff bars up because designing this on a rogue made me forget that there would normally be spell text right above the cast bar for the player frame and the bars were covering it up hehe
-took out the spacing between the buff bars so that they would mimic the skada bars
-worked out the raidframes (will post a pic of a raidshot tom)
Getting closer to "release"
With !dbm I can't seen to change the font size and with the timer bar scaling at 1.05, I can't really change much without borders being all derpy. Font is way tiny if scaling is at 1.00. There an easy fix if someone can pm me or something. But hardly important and not worth looking into unless you know on hand.
Green timer in target frame is TimetoDie, just getting used to it at the moment, gonna do some styling and integrate it into the UI later on. Suggestions on it would be awesome though.
All praising and criticism welcome.
I am honestly thinking about making my own version of it but where everything is a little bit smaller and with a pixel font.
The black lines you added to skada, did you add them to the bar texture in a picture editing program or are each line a kgpanel?
If it's a kgpanel, how did you anchor/parent it to each skada bar?
When i do a /framestack they don't get any unique names.
Or do you have a black background on your skada window and have the lines there at all times?
It took me a while to find it but when I did I was so happy! (:
Or, what should be changed here to get it like that?
Thanks!<3Code:self.label = self.label or self:CreateFontString(nil, "OVERLAY", "ChatFontNormal") self.label:SetText(text) self.label:ClearAllPoints() self.label:SetPoint("LEFT", self, "LEFT", 3, 0) self:ShowLabel() local f, s, m = self.label:GetFont() self.label:SetFont(f, s or 10, m) self.timerLabel = self.timerLabel or self:CreateFontString(nil, "OVERLAY", "ChatFontNormal") self:SetTimerLabel("") self.timerLabel:ClearAllPoints() self.timerLabel:SetPoint("RIGHT", self, "RIGHT", -6, 0) self:HideTimerLabel() local f, s, m = self.timerLabel:GetFont() self.timerLabel:SetFont(f, s or 10, m) self:SetScale(1) self:SetAlpha(1) --[[ self.texture:SetAlpha(1) self.bgtexture:SetAlpha(0.6) self.icon:SetAlpha(1) ]]-- self.length = length or 200 self.thickness = thickness or 15 self:SetOrientation(orientation or 1) value = value or 1 maxVal = maxVal or value self.value = value self.maxValue = maxVal self:SetMaxValue(maxVal) self:SetValue(value)
Last edited by Lycanlock; 2013-05-10 at 04:22 PM.
To: (for example)Code:self.timerLabel:SetPoint("RIGHT", self, "RIGHT", -6, 0)
That slight change should bump the text up just enough to make it look like it's even in the middle of the bar. The value you need depends on the font and the height of your bars.Code:self.timerLabel:SetPoint("RIGHT", self, "RIGHT", -6, 0.5)