I think the font is Blue Highway.
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.
It's weird that the exact same settings works fine on my druid.
Here is also a short clip to illustrate the problemCode:dOePyaGiayuQcNsLQvrLQYROsv1Suj0Taq7crPFbeQggv4yQIwgG8mQOPrLCna12uj5BiQghQQohqP1bK4EikuhuuA HavpuLGjQsXfrvPnkk8rGunsGItQsPvQQMjIIUPkr7uq)uu0qbcwkqspLYur4QarBLkv5ROQ4TikK5QsQ7ces7v6Vi YGv6WcTyaYJfyYi1Lj2SO6ZkYOvLoTcRgiuEnqkZgj3gv2nk)wfdxrDCefSCqpNQMoPRlY2Ps57uPY4bOopQY6bcX( HUplrTyjQwZxdiY6GSKxJRgDn6suta8CKrl0f8AEHkheodMwd8mjiY8sYKVzqulstp0XHfPiPWX0Ka9LOAnOmnomcE ZsTj4jnxJL4iGJPjb6B4ZAuNiDjQbpusjQXLO0rjQwTATbDTlK86Hd3l8gHXavG4ccrMqHlaX1EJCrw1AbLOHplrnU dTqDRhKSHwWRXlZ8CVOnKCGQXDOfksZr9T2mvKNaRPWX0KalrnL3Suli51dxTGKxpC3KGrDCy1YtSaDCypUJFCXfxC 5JebTSjy0twOmnompzeaabQipbcaquYcLPXHrwUdTqbkMOGKn0hayMkYtGa4oU4hxCXfxOOjidxhx0b(fgn(Xp(XFT GKxpCKEh0sTGKxpC1csE9WvlpXc0XH94o(XfxCXDK)a3l8gHXavGzaJCcOCR3EpUJ94oU3XvFfg(XfxCXfxCXfxOOj idxfMe8JlU4IRWOXVWOXp(Xp(Xp(Xp(XFTGKxpCKuEZsnXnHP1e3eM6RXx3lKuMxexqgElbPlZ8g(sMKUayYgc689M Q1GhnQJdRHoD6O2RmME1MbWo5NCGVICY53fWabm)a5Q5a0LZAuNiDjQL8cPaQO3xWRbpusjQXLO0rjQwTwYlKyIBcS 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Last edited by magicaldandruff; 2014-09-15 at 11:52 PM.
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?
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.
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.
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.
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.
http://i.imgur.com/BiV9Tjq.jpg
I'm not sure if there's to much going on my screen ;<
Would love some feedback.
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.
Pretty much every one of those elements are from Kait's Mage UI, apart from buffs and even then, heavily, heavily inspired.
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.
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!
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:
and for the wolf model:Code:return CharacterFrame:IsShown() and not UnitAura("player", "Ghost Wolf")
everything seems to work. That's essentially what the trigger for the ghost wolf aura already did, just written shorter.Code:return CharacterFrame:IsShown() and UnitAura("player", "Ghost Wolf")
Btw, you no longer need to set the player model in the custom duration function.
- - - Updated - - -
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.