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sigg Dev/Admin

Joined: 20 Oct 2007 Posts: 634 Location: Rashgarroth EU / Tiras Porah
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Posted: Sun 10/5/08 8:02 pm Post subject: Add Textures files to your library |
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You're adding texture by using the function VFLUI.RegisterTexture.
Example :
| Code: | VFLUI.RegisterTexture({
name = "blizzard_bar";
category = i18n("Status Bars (Horiz)");
title = i18n("Blizzard");
path = "Interface\\TargetingFrame\\UI-StatusBar";
dx = 256; dy = 32;
}); |
name : this is the id of your texture and it must be unique.
title : your texture will appear with this title in the library.
category : all textures are sort by category. examples category : icon, bar, art ... You can create your own category if you wish.
path : path of your texture
dx, dy : (not mandatory) these indicate the size of your texture
See the file RDX/Metadata/Textures.lua
it contains all default textures of the library.
Where to put yours textures files ?
The best way is to put them inside your OOBE project.
Create a Textures folder
Interface/AddOns/OOBE_xxxxx/Textures
(xxxxx is the name of your OOBE)
Add yours "VFLUI.RegisterTexture" functions in the autoexec script of your main package.
See the example with AION_UI. |
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Strit112
Joined: 04 Nov 2007 Posts: 59 Location: Denmark
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Posted: Mon 12/8/08 7:53 pm Post subject: |
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What's the i18n in category and title? Anything I should change if I change the name and category to something else? Or should I just ignore it? _________________ Back again in RDX :> |
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Ai
Joined: 03 Nov 2007 Posts: 205
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Posted: Mon 12/8/08 8:29 pm Post subject: |
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I believe hat is for the localization. _________________ Dragonmaw - Aí |
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wendylady
Joined: 31 Oct 2008 Posts: 21
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Posted: Fri 4/3/09 10:35 am Post subject: |
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| do they have to be in .blp or can I use .tga? |
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Ai
Joined: 03 Nov 2007 Posts: 205
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Posted: Fri 4/3/09 11:25 am Post subject: |
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you can use tga. _________________ Dragonmaw - Aí |
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