Thread: Post Your UI

  1. #6801
    The Patient Jake5467's Avatar
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    Quote Originally Posted by Led ++ View Post
    So why show them exactly? You could just keybind them and hide the actionbar. No use in having an actionbar with loads of spells you don't even want to look at, especially not if you already show the CD's on another place. Waste of space.
    The way the bars are set up are the keybinds 1 through 5 + ad. With control alt and shift paging the bars, rather than having the actual abilities bound to s-1 s-2 s-3 -4 etc. So they need to be there to be bound. I don't mind it at all.
    Last edited by Jake5467; 2012-04-20 at 06:43 PM.

  2. #6802
    Quote Originally Posted by Lyssy View Post
    ElvUI + RealUI, living together in perfect harmony~
    This is pretty sweet.

    ---------- Post added 2012-04-20 at 03:13 PM ----------

    Quote Originally Posted by Jake5467 View Post
    Been working on my UI vigoursly lately to perfect it. I feel that it's very close to being done but am keen to hear others opinions on it. Here's some sceenshots (sorry about the combat one, off a video that was rendered down to 720p)

    I have control, alt and shift to page my main action bar to alternate ones on each modifier. The power auras on my arcane set are ugly I know, only have them for spine. They aren't present in my fire spec. Also that Activate off spec button does the following: Swaps to OS gear, swaps specs and activates said specs power auras and disables current specs power auras.
    I think your bars are too big.

  3. #6803

  4. #6804
    Stood in the Fire Rairu's Avatar
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    My current UI on idle. It's still a WIP, will take some in-raid/combat screenshots later.
    +don't know why the pic quality is so bad. :<


  5. #6805
    Quote Originally Posted by Jake5467 View Post
    Been working on my UI vigoursly lately to perfect it. I feel that it's very close to being done but am keen to hear others opinions on it. Here's some sceenshots (sorry about the combat one, off a video that was rendered down to 720p)

    I have control, alt and shift to page my main action bar to alternate ones on each modifier. The power auras on my arcane set are ugly I know, only have them for spine. They aren't present in my fire spec. Also that Activate off spec button does the following: Swaps to OS gear, swaps specs and activates said specs power auras and disables current specs power auras.

    OOC:


    Combat:
    What unitframe is that ?

  6. #6806
    Deleted


    Based of the UIs of a couple different people, still working on the raid frames, boss frames, and party frames

  7. #6807
    So after updating VxtUI earlier this week(by the way, thanks for the 3k+ downloads!), I decided to mess around and make UI ideas from scratch. Well, I remembered how much I loved the old TukUI(before Elv and the rest of the TukUI community blew up), and decided to make my own variation of it. I decided to make it from scratch and not use any of the TukUI/ElvUI stuff and make it using kgPanels, Bartender, PitBull4, and various other stand-alone AddOns. Well, here's some pics of it after a few hours of work. Enjoy!

    Idle:


    In-Combat:


    Warlock with PointDisplay Soul Shards:

  8. #6808
    Quote Originally Posted by dkimxd View Post


    Based of the UIs of a couple different people, still working on the raid frames, boss frames, and party frames
    Nice one, what font you using for chat etc ?

  9. #6809
    Deleted
    Quote Originally Posted by Jake5467 View Post
    The way the bars are set up are the keybinds 1 through 5 + ad. With control alt and shift paging the bars, rather than having the actual abilities bound to s-1 s-2 s-3 -4 etc. So they need to be there to be bound. I don't mind it at all.
    And why are they visible then?

  10. #6810
    The Patient Jake5467's Avatar
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    Quote Originally Posted by Rakash View Post
    What unitframe is that ?
    Shadow unit frames

  11. #6811
    Made a few tweaks to my old TukUI rendition I have titled "VxtukUI" :P



    Mainly added a few more things to kgpanels and edited the unitframes.

    Also made this UI for my guild, <Raiding Rainbows> on US-Illidan. Decided to see if I could make a UI with rainbows on it and still function in raid.



    Once again, if you are looking for a UI with multiple built-in layouts, download my public UI, VxtUI on www.wowinterface.com! 3,000 downloads and growing. Always happy to see that number get bigger and bigger!

  12. #6812
    Last edited by mmocba105e19de; 2012-04-23 at 05:42 PM.

  13. #6813
    Not going to lie, had a good amount of fun figuring out how to truncate action bar hotkey names and adding Neal's "picomenu" to my interface... then figure out how I broke the hotkey names in the process.
    (I'm a loser)

    Menu Open and Hotkeys Hidden:


    Menu Closed and Hotkeys shown:

  14. #6814
    Deleted
    Quote Originally Posted by Quse View Post
    Not going to lie, had a good amount of fun figuring out how to truncate action bar hotkey names and adding Neal's "picomenu" to my interface... then figure out how I broke the hotkey names in the process.
    (I'm a loser)

    Menu Open and Hotkeys Hidden:


    Menu Closed and Hotkeys shown:
    Man that is one big meaty unitframe you got there hehe

  15. #6815
    Deleted
    Hi Quse,


    i tried your interface and i REALLY like the smoothness (dunno is this an english word haha?)

    i optimized it a little bit for me. But theres a really big problem with the hotkey text.
    Code:
    -- rActionButtonStyler by Roth, modified by Haleth... then butchered by Qupe =(
    
    local F, C, L = unpack(Aurora)
    
    local r, g, b = unpack(CUSTOM_CLASS_COLORS)
    
    local _G = _G
    
    -- Config Options
    local config = {
    ["HotKey"] = true,
    }
    cfg = config
    
    local function applyBackground(bu)
    	if bu:GetFrameLevel() < 1 then bu:SetFrameLevel(1) end
    
    	bu.bg = CreateFrame("Frame", nil, bu)
    	bu.bg:SetAllPoints(bu)
    	bu.bg:SetFrameLevel(0)
    
    	bu.bg:SetBackdrop({
    		edgeFile = C.media.backdrop,
    		edgeSize = 1,
    	})
    	bu.bg:SetBackdropBorderColor(0, 0, 0)
    end
    
    local function styleExtraActionButton(bu)
    	if not bu or (bu and bu.styled) then return end
    
    	bu.style:SetTexture(nil)
    
    	hooksecurefunc(bu.style, "SetTexture", function(self, texture)
    		if texture and string.sub(texture, 1, 9) == "Interface" then
    			self:SetTexture(nil)
    		end
    	end)
    
    	bu:SetPushedTexture("")
    
    	_G[bu:GetName().."HotKey"]:Hide()
    
    	bu.icon:SetTexCoord(.08, .92, .08, .92)
    	bu.icon:SetPoint("TOPLEFT", bu, "TOPLEFT", 1, -1)
    	bu.icon:SetPoint("BOTTOMRIGHT", bu, "BOTTOMRIGHT", -1, 1)
    
    	bu.cooldown:SetAllPoints()
    
    	if not bu.bg then applyBackground(bu) end
    
    	bu.styled = true
    end
    
    local function styleActionButton(bu)
    	if not bu or (bu and bu.styled) then return end
    
    	local name = bu:GetName()
    	local bo  = _G[name.."Border"]
    	local ic  = _G[name.."Icon"]
    	local co  = _G[name.."Count"]
    	local ho  = _G[name.."HotKey"]
    	local nt  = _G[name.."NormalTexture"]
    	local na  = _G[name.."Name"]
    	local fl  = _G[name.."FloatingBG"]
    
    	na:Hide()
    
    	bo:SetTexture(nil)
    
    	co:SetFont("Interface\\Addons\\SharedMedia\\fonts\\rondaseven.ttf", 8, "OUTLINEMONOCHROME")
    	co:ClearAllPoints()
    	co:SetPoint("BOTTOMRIGHT", bu, "BOTTOMRIGHT", 1, 2)
    	co:SetJustifyH("RIGHT")
    	co:SetDrawLayer("OVERLAY")
    	
    	if cfg.hotkey == true then
    		ho:ClearAllPoints()
    		ho:SetFont("Interface\\Addons\\SharedMedia\\fonts\\rondaseven.ttf", 8, "OUTLINEMONOCHROME")
    		ho:SetPoint("TOPLEFT", bu, "TOPLEFT", 0, 0)
    		ho:SetJustifyH("LEFT")
    		ho:SetDrawLayer("OVERLAY")
    	else
    		ho:Hide()
    	end
    
    	bu:SetNormalTexture("")
    	bu:SetPushedTexture("")
    	bu:SetHighlightTexture("")
    	bu:SetCheckedTexture(C.media.backdrop)
    
    	local ch = bu:GetCheckedTexture()
    	ch:SetVertexColor(r, g, b)
    	ch:SetDrawLayer("ARTWORK")
    	ch:SetAllPoints(bu)
    
    	ic:SetTexCoord(.08, .92, .08, .92)
    	ic:SetDrawLayer("OVERLAY")
    	ic:SetPoint("TOPLEFT", bu, "TOPLEFT", 1, -1)
    	ic:SetPoint("BOTTOMRIGHT", bu, "BOTTOMRIGHT", -1, 1)
    
    	if fl then
    		fl:Hide()
    	end
    
    	if not bu.bg then applyBackground(bu) end
    
    	bu.styled = true
    end
    
    local function stylePetButton(bu)
    	if not bu or (bu and bu.styled) then return end
    
    	local name = bu:GetName()
    	local ic  = _G[name.."Icon"]
    	
    	_G[name.."NormalTexture2"]:SetAllPoints(bu)
    	_G[name.."AutoCastable"]:SetAlpha(0)
    
    	bu:SetNormalTexture("")
    	bu:SetCheckedTexture(C.media.checked)
    	bu:SetPushedTexture("")
    
    	hooksecurefunc(bu, "SetNormalTexture", function(self, texture)
    		if texture and texture ~= "" then
    			self:SetNormalTexture("")
    		end
    	end)
    
    	ic:SetTexCoord(.08, .92, .08, .92)
    	ic:SetPoint("TOPLEFT", bu, "TOPLEFT", 1, -1)
    	ic:SetPoint("BOTTOMRIGHT", bu, "BOTTOMRIGHT", -1, 1)
    	ic:SetDrawLayer("OVERLAY")
    
    	if not bu.bg then applyBackground(bu) end
    
    	bu.styled = true
    end
    
    local buttons = 0
    local function flyoutbutton()
    	for i = 1, buttons do
    		local bu = _G["SpellFlyoutButton"..i]
    		if bu and not bu.styled then
    			styleActionButton(bu)
    
    			if bu:GetChecked() then
    				bu:SetChecked(nil)
    			end
    			bu.styled = true
    		end
    	end
    end
    
    SpellFlyout:HookScript("OnShow", flyoutbutton)
    
    local function styleflyout(self)
    	if not self.reskinned then
    		if not self.FlyoutArrow then return end
    		self.FlyoutBorder:SetAlpha(0)
    		self.FlyoutBorderShadow:SetAlpha(0)
    
    		SpellFlyoutHorizontalBackground:SetAlpha(0)
    		SpellFlyoutVerticalBackground:SetAlpha(0)
    		SpellFlyoutBackgroundEnd:SetAlpha(0)
    
    		self.reskinned = true
    	end
    
    	for i=1, GetNumFlyouts() do
    		local x = GetFlyoutID(i)
    		local _, _, numSlots, isKnown = GetFlyoutInfo(x)
    		if isKnown then
    			buttons = numSlots
    			break
    		end
    	end
    end
    
    local function updateHotkey(self, actionButtonType)
    	local ho = _G[self:GetName() .. "HotKey"]
    	if ho and cfg.hotkey == false then
    		ho:Hide()
    	end
    end
    
    
    local function init()
    	for i = 1, NUM_ACTIONBAR_BUTTONS do
    		styleActionButton(_G["ActionButton"..i])
    		styleActionButton(_G["VehicleMenuBarActionButton"..i])
    		styleActionButton(_G["BonusActionButton"..i])
    		styleActionButton(_G["MultiBarBottomLeftButton"..i])
    		styleActionButton(_G["MultiBarBottomRightButton"..i])
    		styleActionButton(_G["MultiBarRightButton"..i])
    		styleActionButton(_G["MultiBarLeftButton"..i])
    	end
    
    	for i = 1, NUM_PET_ACTION_SLOTS do
    		stylePetButton(_G["PetActionButton"..i])
    	end
    
    	for i = 1, NUM_SHAPESHIFT_SLOTS do
    			local bu = _G["ShapeshiftButton"..i]
    			if bu then
    				local ic = _G[bu:GetName().."Icon"]
    
    				bu:SetNormalTexture("")
    				bu:SetPushedTexture("")
    				bu:SetCheckedTexture(C.media.checked)
    
    				F.CreateBG(bu)
    
    				ic:SetDrawLayer("ARTWORK")
    				ic:SetTexCoord(0.08, 0.92, 0.08, 0.92)
    			end
    	end
    	
    
    	styleExtraActionButton(_G["ExtraActionButton1"])
    
    	hooksecurefunc("ActionButton_UpdateHotkeys", updateHotkey)
    	hooksecurefunc("ActionButton_UpdateFlyout", styleflyout)
    end
    
    -- Shortens Hotkey bindings - Thanks Neal!
    local gsub = string.gsub
    
    hooksecurefunc('ActionButton_UpdateHotkeys', function(self)
        local hotkey = _G[self:GetName()..'HotKey']
        local text = hotkey:GetText()
    
        text = gsub(text, '(s%-)', 'S')
        text = gsub(text, '(a%-)', 'A')
        text = gsub(text, '(c%-)', 'C')
        text = gsub(text, '(st%-)', 'C') -- german control 'Steuerung'
    
        for i = 1, 30 do
            text = gsub(text, _G['KEY_BUTTON'..i], 'M'..i)
        end
    
        for i = 1, 9 do
            text = gsub(text, _G['KEY_NUMPAD'..i], 'Nu'..i)
        end
    
        text = gsub(text, KEY_MOUSEWHEELUP, 'MU')
        text = gsub(text, KEY_MOUSEWHEELDOWN, 'MD')
        text = gsub(text, KEY_NUMLOCK, 'NuL')
        text = gsub(text, KEY_PAGEUP, 'PU')
        text = gsub(text, KEY_PAGEDOWN, 'PD')
        text = gsub(text, KEY_SPACE, '_')
        text = gsub(text, KEY_INSERT, 'Ins')
        text = gsub(text, KEY_HOME, 'Hm')
        text = gsub(text, KEY_DELETE, 'Del')
    
        hotkey:SetText(text)
    end)
    
    local f = CreateFrame("Frame")
    f:RegisterEvent("PLAYER_LOGIN")
    f:SetScript("OnEvent", init)

    thats how the buttonstyler.lua looks like, and i think thats the place to change something? i wanted to show them and all i got was, that the button hotkey text appears not topleft, more topright and complete out of the button. also they are not visible when im in combat and visible when not and changing after every /rl
    if you dont know what i mean i will make an screenshot.

    hope you can help me

    greetings

  16. #6816
    Grab the newest update.
    (And posting this would be better in the comment section for the interface, prease!)

  17. #6817
    Started making my UI again yesterday, getting use to LitePanels agian >.< so far im like this xD


  18. #6818
    LUI in action on our Deathwing kill:

    Last edited by mmocba105e19de; 2012-05-01 at 05:57 PM.

  19. #6819
    My UI in action -

    http://youtu.be/2LvkMjaLbAU

    It's Rogerbrown's UI from Method, with my own alterations.

    I cannot decide if I like this one or Kripparrian's UI more.

  20. #6820
    Sheya UI that I've edited


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