Thread: Post Your UI

  1. #13241
    Quote Originally Posted by iLive View Post
    You should disable the pointers towards players on your minimap. Your UI is just too pretty to have 24 markers pointing towards player location, and the added function is not necessary at all. I am pretty sure you can disable it even through standard Blizzard UI.
    I actually think having indicators for where raid members are can be useful. But I think the Blizzard default pointers look ugly, particularly considering how they clash with the "sleeker" look of minimal UIs like this. Would it be easy to change the graphic of those pointers to simple colored triangles or something?
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  2. #13242
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    Quote Originally Posted by shanthi View Post
    I actually think having indicators for where raid members are can be useful.
    Personally I don't think WoW is the right sort of game for indicators of this kind. I don't think I've ever needed to look at the minimap to find the location of a raid member. 90% of the time the whole raid is in range and in the rare cases there's usually another healer assigned to that group or area of the room. As a healer I'll be looking at the raid frames to see who needs healing or the boss abilities that need avoiding. You can generally see everything around your character that needs to be seen.

    If you were playing in first person I could see them working. However not many people do!

    I think hiding the minimap cluster altogether would work out much better for removing everything from the corners/edges.

    Keep going as it's a nice UI non-the-less and I don't want to be a party pooper. If it works for you then it works for you, so please continue! (:
    Last edited by carebear; 2013-12-25 at 09:37 PM.
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  3. #13243
    Quote Originally Posted by iLive View Post
    You should disable the pointers towards players on your minimap. Your UI is just too pretty to have 24 markers pointing towards player location, and the added function is not necessary at all. I am pretty sure you can disable it even through standard Blizzard UI.
    The pointers give you an idea of where the rest of your raid is, which is great for someone like me who's just now seeing the last two tiers of content for the first time, and through LFR at that. I would like the arrows to be smaller and/or transparent, as Shanthi says, though; I'll have to look into that.

    Quote Originally Posted by iLive View Post
    You need to clean that tooltip. There's too much information and colors! I can see it's disabled when hovering Grid, but not when hovering players on the battlefield. It should be disabled entirely in combat. Not necessary information at all to know what guild people are in while avoiding killer waves.
    I strongly disagree with disabling tooltips in combat (and normally I have them shown on raid frames, too - while holding a modifier key, and anchored somewhere non-obscuring). For players they're a good way to see who is where and is targetting what without switching targets back and forth, and mob tooltips can tell you who's targetting the mob and how much threat you have on it, again without switching targets back and forth. Seeing all buffs and debuffs can also be useful.

    Edit: It certainly might be nice to have things like guild names hidden in combat, though. Will look into that.

    Quote Originally Posted by iLive View Post
    I don't think your UI's theme is consistent. Your auras and abilities aren't using the same button layout, or perhaps it's just darker on the abilities, not exactly sure. But they are too similar in size for them to be different layouts. And the same for your unit frames. Your target frame has a big border around it. It's not really pretty or similar to anything in the UI. :S So be more consistent.
    The action bar is darkened a little to be consistent with the unit frames and raid frames, yes, and I am going to be doing something about the action bar and auras looking different. The way my unit frames work is that the part I've colored green here is my player frame (with health and power), while the red part is my target frame (with only health); the borders are actually quite consistent.

    Thanks for your critique, though! Looking at what I wrote above I can kind of almost see why I usually get none...


    Edit:
    Quote Originally Posted by carebear View Post
    I think hiding the minimap cluster altogether would work out much better for removing everything from the corners/edges.
    It's definitely useful to have dots showing up there when raid members are closer, so I don't think that would be a good idea. To be clear, things not being near the edges of the screen is a consequence of the UI being designed with functionality in mind, not a thing that I am directly going for; 2-pixel rounded borders is about as far as I'm willing to go when it comes to sacrificing functionality for aesthetics in a UI meant for group play.
    Last edited by Constie; 2013-12-25 at 10:11 PM.
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  4. #13244
    Blademaster Leaful's Avatar
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    Some pretty awesome UIs in here! I'll post mine tomorrow when I get an updated screen shot when I'm at my computer!

  5. #13245
    I'd have to agree about minimaps being not that useful. It's a 3rd person game where the camera is way back, so the minimap view is almost the same as the 3D world view, only smaller. If we could zoom the main map more freely we wouldn't need a minimap at all. In 1st person games minimaps are vital because of peripheral vision problems.

  6. #13246
    Quote Originally Posted by carebear View Post
    Decided to flash up the UI a bit in essence of the WAs that have been popping up.

    If the target has poison then the poison cloud appears behind the target frame.
    The player frame has the slice and dice animation going around it whilst I have slice and dice. You can just see it slightly in the screenshot. However I can't do videos to show it off.

    As I mentioned earlier - I love this. Any information on how to remove the orbs and a standard unitframe for the player?

  7. #13247
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    Quote Originally Posted by Iheartcorgis View Post
    As I mentioned earlier - I love this. Any information on how to remove the orbs and a standard unitframe for the player?
    I don't want to upload my edit because I butchered the code a little (as always lol) and I had to edit mine to fit my 2440 resolution. I also set my frames in stone instead of them being draggable. There's another version on wowinterface after a quick search: http://www.wowinterface.com/download...SasDiablo.html

    It's slightly different to mine but it'll do the job!
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  8. #13248
    I've been doing some WeakAuras-based unit frames as well. Q for anybody that's bothered to try.
    Did you ever find a 'good' way to handle portraits for characters out of range/disconnected/etc? Right now it looks like I'm more-or-less just going to rip-off the way pitbull does it (check if offline/isconnected/etc, and if so: use the "?" model, otherwise just setunit("someunit")). Is there a way of detecting when the unit's model wouldn't be available?

    My current project is making a UI that looks good when showing a 720p 'cropped' portion of the screen (so I can live-stream a raid without having friends show up in chat and embarrass themselves) and also so that it'll fit nicely on some VR goggles. I bet levelling and exploring the world is pretty amazing in 3D even if you couldn't do raid or high-lvel PVP that way. I also want it to be useful at 1080p for normal play - so that puts some constraints on how I design things.

    My working "idea" is a keybind to 'resize' the UI and using either a weak aura or some trivial custom addon to do the heavy lifting of moving frames/setting profiles, etc.

  9. #13249
    Stood in the Fire OOMM's Avatar
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    Quote Originally Posted by evn View Post
    I've been doing some WeakAuras-based unit frames as well. Q for anybody that's bothered to try.
    Did you ever find a 'good' way to handle portraits for characters out of range/disconnected/etc? Right now it looks like I'm more-or-less just going to rip-off the way pitbull does it (check if offline/isconnected/etc, and if so: use the "?" model, otherwise just setunit("someunit")). Is there a way of detecting when the unit's model wouldn't be available?

    My current project is making a UI that looks good when showing a 720p 'cropped' portion of the screen (so I can live-stream a raid without having friends show up in chat and embarrass themselves) and also so that it'll fit nicely on some VR goggles. I bet levelling and exploring the world is pretty amazing in 3D even if you couldn't do raid or high-lvel PVP that way. I also want it to be useful at 1080p for normal play - so that puts some constraints on how I design things.

    My working "idea" is a keybind to 'resize' the UI and using either a weak aura or some trivial custom addon to do the heavy lifting of moving frames/setting profiles, etc.
    I use Stuf for the frame interactions and portraits along with a tiny bit of KGPanels so I wouldn't have to use an aura for things like borders. My goal was to get it looking how I wanted and integrate conditions and this was the combo that worked for me without too much extra work.
    Using computers to make demons kill dragons: Warlock beta spell WeakAuras here, @OOMM_UI, OOMM@kt-us

  10. #13250
    The Patient Kawlisse's Avatar
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    My UI



    As you can see, my UI is very clean, I call it FrostShock UI ! Yes Frost shock, I play a shaman !
    Claiming that your operating system is the best in the world because more people use it is like saying McDonalds makes the best food in the world.

  11. #13251
    Quote Originally Posted by Kawlisse View Post


    As you can see, my UI is very clean, I call it FrostShock UI ! Yes Frost shock, I play a shaman !
    I did something similar with my Arcane Mage. I called it AB UI.
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  12. #13252
    For those who were interested, I uploaded a beta version of my new healer UI on wowinterface.

    You'll probably notice a few changes since the last video... mainly cleaned up the bottom of the screen and added a few QoL improvements like timers for flame shock / lava burst if you find yourself helping on dps.

    I didn't plan that initially but breaking down the cast bar in small boxes really allowed me to display tons of information on the cast bar in a structured manner.
    On the image below you have Tidal Waves stacks (stars), Healing Rain remaining time, Lava Burst CD and Flame Shock remaining time on target for instance.



    For people who were interested in my Warrior Weakauras, they're included somewhere in the addon pack.
    Same goes for the Threat Plates config as I use the same config for the Shaman and Warrior UIs.

    Have fun with it, feedback and criticism welcome as usual and post pictures if you come up with nice edits of the UI / weak-auras
    Last edited by Kaytemoss; 2013-12-27 at 04:42 PM.

  13. #13253
    For those who were interested, I uploaded a beta version of my new healer UI on wowinterface.

    You'll probably notice a few changes since the last video... mainly cleaned up the bottom of the screen and added a few QoL improvements like timers for flame shock / lava burst if you find yourself helping on dps.

    I didn't plan that initially but breaking down the cast bar in small boxes really allowed me to display tons of information on the cast bar in a structured manner.
    On the image below you have Tidal Waves stacks (stars), Healing Rain remaining time, Lava Burst CD and Flame Shock remaining time on target for instance.



    Have fun with it, feedback and criticism welcome as usual and post pictures if you come up with nice edits of the UI / weak-auras

  14. #13254
    The Lightbringer Reglitch's Avatar
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    Something seems off with the far right square, I'm pretty sure it's the shade of orange playing tricks. In fact the boss frames, that bar, and the BigWig's bars all don't blend well with the pastel and gray that's happening in the rest of the UI.

  15. #13255
    Quote Originally Posted by Kawlisse View Post


    As you can see, my UI is very clean, I call it FrostShock UI ! Yes Frost shock, I play a shaman !
    Good old Vanilla.

  16. #13256
    High Overlord Terminatrix's Avatar
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    spartan ui

    never had any problem with it

    http://www.curse.com/addons/wow/spar...t1:screenshots
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  17. #13257
    Dreadlord Beergod's Avatar
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    Simple but effective

    (resized because they're gigantic)

    city chillin'


    combat
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  18. #13258
    High Overlord KiwiFails's Avatar
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    Aww yiss, pixel mockups. I like this.

    Also, I'm not dead. But I did build my new computer :3

    . The Artist also known as Epiphany .

  19. #13259
    Quote Originally Posted by Bryce View Post
    Sorry it took so long to get back to you. Here's a link to the WeakAuras.lua and WeakAurasOptions.lua files. Just place them in your WTF > Account > ACCOUNTNAME > SavedVariables folder. Backup your current ones if you'd like to go back to them.

    *NOTE: These are currently created on the PTR and thus may not work for live servers aka patch 5.3.*

    mega.co.nz/#!IFwGnZJY!RVekmiquPuGAx1VEV-2AVhAbCJgvLyQMtT6DT0oAvlA

    I AM NOT RESPONSIBLE FOR ANY LOSS OF YOUR COPIES OF THESE FILES, BACKUP FIRST
    Link's not working any more. Could you post them again, please?

  20. #13260
    Quote Originally Posted by Reglitch View Post
    Something seems off with the far right square, I'm pretty sure it's the shade of orange playing tricks. In fact the boss frames, that bar, and the BigWig's bars all don't blend well with the pastel and gray that's happening in the rest of the UI.
    Just to make sure I understand your comment, you're talking about colors right?
    Totally agree with the boss frames. I kinda want my riptide tracker as well as bigwigs bar to stand out though which is why they have so vivid colors atm.

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