Thread: Post Your UI

  1. #15381
    Quote Originally Posted by magicaldandruff View Post
    How would one modify the custom untrigger to hide when - I shift to Ghost wolf form and/or close the character panel?

    What I wanted to do was use a second player model that's positioned higher so that the model for Ghost wolf stays in frame when I shift (its out of frame with the current waist-high humanoid model). The 2nd model works fine, only the first player model is still there but slightly out of frame.
    One way, and probably the easiest add a second trigger with Status/Buff "Ghost Wolf", and check the invert option.

  2. #15382
    Quote Originally Posted by carebear View Post
    I've already changed it!



    Here's a small 'highlight' from twitch of it in combat.

    http://www.twitch.tv/carewow/c/5105246
    Dude, I need 2 things.
    Your texture for your statusbars and that font.

    kthxbai!
    See you in game!

    /Sami - Surprisehaha.

  3. #15383
    Deleted
    Quote Originally Posted by saami View Post
    Dude, I need 2 things.
    Your texture for your statusbars and that font.

    kthxbai!
    See you in game!

    /Sami - Surprisehaha.
    I think the font is Blue Highway.

  4. #15384
    Quote Originally Posted by InfusOnWoW View Post
    One way, and probably the easiest add a second trigger with Status/Buff "Ghost Wolf", and check the invert option.
    I was trying that before posting but adding that 2nd trigger causes it to not update back from Ghost wolf. Its just blank.

  5. #15385
    Quote Originally Posted by Kyuo View Post
    Guess I should contribute for the first time in months.

    I grew tired of my CaithUI remake a couple of months ago and, since I am a lazy and uncreative slob nowadays, decided to borrow a lot from Kaitain's Mage UI to get back to my more traditional, minimalistic roots.

    I've been facing the challenge of adopting it towards more classes and specs than were available, and trying to find creative uses for the circle in the middle. Really trying to utilize that aspect of the UI and make it stand out, as I feel that was core to Kaitain's setup and why it was so appealing to me.
    Another thing I've been working on is the PvE aspect of the UI. I don't PvP at all, and having target debuffs at the top and so forth wouldn't work for me at all. Finally, since I am a huge oUF fan, I decided to do most of it in oUF. Very happy with the direction this project is heading, although I'm considering scrapping the UnitFrames and designing something that might fit the middle ring more. Also toying with the idea of class-specific unitframes as I'm struggling to adapt the UI for a few classes (Boomkin being the most notable one, another is Monks) but that's for another post I suppose.

    Anyway, enough walls of text and on to some pictures.

    Destruction Warlock:
    The circle shows Burning Embers, as that's the most important thing I feel I need to track rotation-wise. The background fills up via emberbits and the number is full embers.
    The fire behind it is my set bonus.


    Affliction Warlock:
    Circle shows Soul Shards, similar setup to the Destruction UI. Background shows Shadow Trance duration, although I feel this is mostly useless. I've not found a better use for it, might just get rid of it for now.
    There's a shiny graphic behind it when enemy is under 20% to indicate Drain Soul usage.


    The post is already running really long so I'll hold off on the other classes for now, they're also not as polished and I still feel I have some work to do on them.

    Absolutely looking for feedback on this, as I don't feel I've really hit home. The top and bottom infobars are really polarizing to me, as I do enjoy tinkering with Broker displays but am not a fan of what they bring me visually. Especially the top one looks odd.
    I'm not sure how long I'll keep this project going for. It's working REALLY well in raids (actually, it's fantastic. One of the best I've had in raids so far) but I'm not getting the looks I want from it. Might just be the action bar or something, I'm not sure.

    Bonus: Levelling UI for my monk, KaitBirgKyuoUI!?

    Any chance for uploading this once you do the boomkin one, ty

  6. #15386
    Quote Originally Posted by saami View Post
    Dude, I need 2 things.
    Your texture for your statusbars and that font.

    kthxbai!
    See you in game!

    /Sami - Surprisehaha.
    Looks to be "Flat" statusbar texture and "Liberation Sans" for the font. Not completely sure, though.

    I made my own texture to find a middle ground between "Ish00" and "Flat" called "infMid" if you'd like to use it. I found the flat texture to be too dark and Ishtara's texture to be too bright.

    Here it is: infMedia
    Make sure to have LibSharedMedia-3.0 installed
    Last edited by infamousX; 2014-09-15 at 09:56 PM.

  7. #15387
    Quote Originally Posted by magicaldandruff View Post
    I was trying that before posting but adding that 2nd trigger causes it to not update back from Ghost wolf. Its just blank.
    Okay, then I need to take a closer look, can you export that aura?

  8. #15388
    Deleted
    Quote Originally Posted by icefrog View Post
    Any chance for uploading this once you do the boomkin one, ty
    Not sure, I'm not even sure when that is. I'll probably hold off on my Boomkin until 6.0. I also don't know how comfortable I am with redistributing something that uses so much of Kaitain's resources.

  9. #15389
    Quote Originally Posted by InfusOnWoW View Post
    Okay, then I need to take a closer look, can you export that aura?
    It's weird that the exact same settings works fine on my druid.

    Code:
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    Here is also a short clip to illustrate the problem

    Last edited by magicaldandruff; 2014-09-15 at 11:52 PM.

  10. #15390
    How do you even get character models to show up in WeakAuras?

    I tried importing Kait's strings but they're old. Already looked up basic tutorials on YouTube for WeakAuras and checked out Kait's "WeakAuras frame trigger" thread, still can't figure it out.

    Any help?

  11. #15391
    Quote Originally Posted by infamousX View Post
    How do you even get character models to show up in WeakAuras?
    First, you bind that macro in the thread to a key and use it to open/re-position the character panel and tell WeakAuras to scan for an event (EVN_O). Next, create a 3D model, with a custom trigger set for specific Event(s) - the event being EVN_O (and UNIT_MODEL_CHANGED for shifty morphing classes). Everything else is just fill in from the info in Kaitains' thread = 1)Custom trigger, 2)untrigger, and 3)Duration Info. The important part for it to show the player model is the Duration info part. You only need the first two for non-player model related stuff, like panels and effects. I straight up used WeakAuras for all the panels and stuff, so I don't know if the process varies with kgPanels to make them show up with the macro click.
    Last edited by magicaldandruff; 2014-09-16 at 02:56 AM.

  12. #15392
    To do it with kgPanels you just put the EVN_O stuff into the onShow and onHide scripts for a panel parented to your frame. If someone else hasn't gone into more detail before then, I'll explain it a bit better when I'm not on mobile.

  13. #15393
    https://i.imgur.com/q3bigFh.jpg

    Buff duration below player frame only visible when active, cooldowns above unit frame only visible when usable (and in combat), blade flurry icon only visible when blade flurry is active, anticipation tracker next to target frame only visible when buff is present and in combat.
    Last edited by Hyu; 2014-09-16 at 07:13 AM.

  14. #15394
    Quote Originally Posted by Kyuo View Post
    --snip---cool ui post--snip--
    I really like what you have going on with the minimap and buffs at top. The unitframes too, specially on the monk.

    The buff + debuff tracker on the locks however, not really. I guess that might just be personal preference but, i hate having to look almost all the way down to see that information. The font not being the same as the rest is a bit weird (also for the target name).

    The ember/shard tracker is ... ok but i think it looks much better on the monk.

  15. #15395
    Deleted
    http://i.imgur.com/BiV9Tjq.jpg

    I'm not sure if there's to much going on my screen ;<

    Would love some feedback.

  16. #15396
    I would filter the buffs shown over your player frame. Some of them are irrelevant as hell- you should know that you're well fed or have flask / visions active, for example.

  17. #15397
    Deleted
    Quote Originally Posted by Ayasee View Post
    I would filter the buffs shown over your player frame. Some of them are irrelevant as hell- you should know that you're well fed or have flask / visions active, for example.
    Thanks, Just removed the flask/food and visions

  18. #15398
    Deleted
    Quote Originally Posted by Madstrike View Post
    I really like what you have going on with the minimap and buffs at top. The unitframes too, specially on the monk.
    Pretty much every one of those elements are from Kait's Mage UI, apart from buffs and even then, heavily, heavily inspired.

    Quote Originally Posted by Madstrike View Post
    The buff + debuff tracker on the locks however, not really. I guess that might just be personal preference but, i hate having to look almost all the way down to see that information. The font not being the same as the rest is a bit weird (also for the target name).
    I use the same buff display on all classes at the moment, under the player frame that is. It works really well I've found, it's very easy to see when something new shows up and I can tell at a glance what I want to do.

    The debuff tracker on the Lock is just AffDots, I can't sacrifice this addon due to its functionality, but I should look into changing the font. It's something I've considered before. Positioning is worth looking into, but I simply don't know where it would go and still be kept in the center of action. It's a tough one!

    As for the name font, I use that in a couple places in the UI. Pretty much wherever a big font would go. It's another element taken from Kait's UI and I feel it really enhances and makes those elements stand out. On the Monk I disabled it as it doesn't fit with the center orb at all.

    I'm fairly sure I'll end up just unifying all the fonts and going with one strong option, but I don't feel ready giving up the experiment of using different fonts depending on the type of data displayed.

    Quote Originally Posted by Madstrike View Post
    The ember/shard tracker is ... ok but i think it looks much better on the monk.
    The Monk one is probably more eye-candy, it features loads of animations and Birg did a crazy good job! But I'm really happy with the Embers/Shards tracking in the UI right now, it's actually much more practical than I thought it would be. Especially for Embers.

    I'm not sure how much I can expand the use of that center ring thing though. I have no idea how to solve it for Boomkins and Healers are pretty much shafted at this point. Luckily my only Healer at the moment is my 60 Priest.
    It was also a bit of a struggle for Demonology, I ended up using it for Hand of Gul'dan charges and doing a separate Demonic Fury bar. Less than optimal, for sure.

    Thanks for the feedback!

  19. #15399
    Quote Originally Posted by magicaldandruff View Post
    It's weird that the exact same settings works fine on my druid.
    I don't know why the two trigger solution didn't work. I haven't looked how weakauras handles multiple triggers, so I can't even speculate.

    But if you just use one trigger, with a custom trigger function like this for the player model:
    Code:
        return CharacterFrame:IsShown() and not UnitAura("player", "Ghost Wolf")
    and for the wolf model:
    Code:
        return CharacterFrame:IsShown() and UnitAura("player", "Ghost Wolf")
    everything seems to work. That's essentially what the trigger for the ghost wolf aura already did, just written shorter.

    Btw, you no longer need to set the player model in the custom duration function.

    - - - Updated - - -

    Quote Originally Posted by infamousX View Post
    How do you even get character models to show up in WeakAuras?

    I tried importing Kait's strings but they're old. Already looked up basic tutorials on YouTube for WeakAuras and checked out Kait's "WeakAuras frame trigger" thread, still can't figure it out.

    Any help?
    If you wait a few weeks, this is going to be very easy with Warlords of Draenor. (And the then new WeakAuras.) There will be a option in the model settings to use the model of a specific unit. I demonstrate that in this video: https://www.youtube.com/watch?v=lC3uZR9vLz4

    The trigger can then be anything you like, but I recommend triggering on UNIT_MODEL_CHANGED to e.g. react to shapeshifting or armor changes.

  20. #15400
    Quote Originally Posted by InfusOnWoW View Post
    If you wait a few weeks, this is going to be very easy with Warlords of Draenor. (And the then new WeakAuras.) There will be a option in the model settings to use the model of a specific unit. I demonstrate that in this video: https://www.youtube.com/watch?v=lC3uZR9vLz4

    The trigger can then be anything you like, but I recommend triggering on UNIT_MODEL_CHANGED to e.g. react to shapeshifting or armor changes.
    Then wait I shall. thank you for the information!

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