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Tasyen
Tasyen
The normal ConsoleUI's Texture-Frames are not accessable by code because the fdf blueprint does not have names for them and the child functions ignore String/Texture.
Without code access one can not change the used Textures during game.
I found 2 ways to overcome that.
Option A one sets all used Files for these in game interface to the blank Texture. Then creates a custom version of ConsoleUI. Basicly one of my systems CustomConsoleUI.
Option B only works in Reforged, one can replace default Frames by loading in a custom version using toc/fdf before the game loaded the default one. These custom version could support access by Name. Option b breaks when the game is Saved, closed and then loaded. Unsure about map transitions, replays.
Barade
Barade
Nice, I did not know about the system. Does it also allow to change the idle worker symbol and the spell area effect texture? You could create a custom race system based on it allowing to change these things + the music theme and the sound effects, so you only have to configure the sound files and textures per custom race and apply a custom race to a player. This would be REALLY useful for all the custom race bundles.
Tasyen
Tasyen
It lookes like the idle worker button is sadly created by game code without any fdf blueprint. Hence one needs to create an own custom Button, though that is quite doable. I would suggest an fdf blueprint (without you will not get the visual feedback while clicking).
One can create Frames either by a fdf loaded blueprint or by creating base types.
I suggest to have fdf blueprints, describing UI in a imperative form is meh, but to much in fdf makes them to static. Don't worry about filesize of imported fdf they are compressed good as text only files.

A fdf blueprint for a Button with chargeBox could look like this
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