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Sunn - Viewport Art  Popular! (More than 5000 hits)

Version: 3.42
by: Sunn [More]

Sunn's Viewport Art allows you to change the size of the rendered world area (viewport) and adds textured artwork in the non-rendered areas.

Click here to lend your support!

The latest version always available at Curse

Usage
Use "/sunnart" (or "/sa") for the options gui.
Use "/sunnart help" for console commands

Panels
There are 4 panels in SunnArt, top, bottom, left and right. By default each will use the same theme although they can be set up with different themes, overlaps and dimensions using the advanced options.

Art Packs
Art packs are optional and should be installed as if they were separate addons (although they are useless without the SunnArt addon).

Extract the zipped folder into your interface/addons folder for it to function.

Previews of the artwork in the packs are available in the screenshots on this page.

Art Packs are available on this site

There are other art packs available that have been submitted by users. Search for "Sunn" on Curse or check for Optional Files on WoWInterface.

Custom Artwork
Artwork from any standard panels addon may be used with SunnArt. Just set them up using the in-game interface or by editting CustomTheme.lua.

File formats

  • Files must be .TGA or .BLP format
  • Be sure to set the alpha channel if your artwork contains any transparency
  • Panels can be constructed from 1, 2, 3, 4 or 5 separate sections, numbered from left to right (eg. <art file>1.tga, <art file>2.tga ... <art file>5.tga)
  • Each section MUST have dimensions that are a power of 2 (ie, 128, 256, 512, 1024 etc) - this is a limitation of all artwork to be used in WoW.
  • Only files within the Interface\Addons\ structure are available to the addon

Using CustomTheme.lua
  • Save your artwork sections in Interface\Addons\SunnArt
  • Open CustomTheme.lua in any text editor
  • Follow the instructions in the file
  • Any number of themes can be set up in CustomTheme.lua

Using the in-game interface
All you need to know is the path to the artwork files, the amount of overlap and the number of sections the artwork is split into. Enter these into the Advanced options screen, Enter a name for your theme and click save. The theme will now be available to all your characters.


Submitting Artwork
I'm looking for a talented artist or two to help create a new Art Pack. Please submit your editted files or a complete screen-size file so that I may split it into compatible files and create a "How-To" tutorial for others.

If you have artwork that you would like to submit for Art Pack 10 and onward, please mail it to [email protected] and if I like it then I will include it in the next release.

Recommended Addons
These are some addons that will help organise your UI so that elements may be moved off the world screen and into the artwork areas of this addon. All of these addons use the same libraries as Sunn Viewport Art, which means alot of the code and resources are re-used rather than bloating your UI with lots of different code that does that same thing.

Action Bars - Dominos or Bartender4
Minimap - BasicMinimap and Minimap Button Frame or SexyMap
Chat Frame - Prat
Unit and Raid Frames - Pitbull and Grid

FAQ
Art Packs are not available?
Make sure the art packs are installed in your addons folder, NOT in the SunnArt folder
Translations
If any part of this addon is not available in your language then please contribute to translation at the CurseForge localization page
Problems or Errors
Please submit any error reports, problems or feature requests at the CurseForge Development Site.

Fixed taint issue when hiding UI in combat with viewport enabled.
Fixed a bug where settings would reset if the old ToggleUI key was bound.
Fixed recurring frame level increase. Frame level limited to 2.
Fixed slash commands and keybinding update for default profiles.
Optional Files (5)
File Name
Version
Size
Author
Date
Type
1.0
761kB
10-22-14 12:40 AM
Patch
2.0
828kB
09-04-12 04:05 AM
Addon
4.2
2MB
09-10-11 06:32 AM
Addon
1.2
4MB
08-09-11 10:48 AM
Addon
1.0
556kB
10-01-09 11:23 AM
Addon


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Unread 04-27-10, 10:35 PM  
Ethere
A Kobold Labourer

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Originally posted by Sunn
It's not one of mine. Sorry. Looks nice though
Thanks, but it's driving me crazy. That was my UI, way back in the day, and now I wish I kept the art. There were a few others that looked just like it but they were just different colors.

EDIT! I FOUND IT! It's from the old MirageUI Compilation. He must have made them.

http://wowui.incgamers.com/?m=3577&p=mod

They are in a folder called MirageUI_SunnViewport_ArtPack if anyone is interested.
Last edited by Ethere : 04-27-10 at 10:43 PM.
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Unread 04-27-10, 11:36 AM  
rustedangel
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I'm seriously stumped.

I've made my artwork and I've followed the directions, it's on the list of different art to pick from on the interface screen, but when I click on it, it just isn't there.

Now when I save my tga, there are 3 different options in photoshop, 8 bit, 16 bit, 32 bit, and do I compress them? I just don't know.

I've tried copying one of the other sunnart pack's folders but added my own artwork and changed all of the text to the folder name and the artwork files, but with the same result... they show up in the list but when I click on them, nothing shows up.

I know this probably makes *no* sense, but I'm so confused.
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Unread 04-23-10, 10:05 AM  
Lawura
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Originally posted by Sunn
Yes, you could use the scale and flip features to do that I suppose. Scale basically allows you to scale the artwork beyond the natural width of the panel. So if you had artwork such as ...



Then you could scale the bottom panel to 200% (hiding the bottom half) and the same with the top with flip selected so that the orientation is the same, and you could get panels that look like ...



I've never really thought about it before but there's no reason why that wouldn't work.
OKay,. after a little break I have finally desided to put my hands on this one. And here is what I get:"

Artwork scale works perfectly. Basically one pattern makes two panels.
The problem is with overlap and transparency. The settings in CustomTheme.lua only decides transparancy overlap for lower panel... or rather to only one edge of the pattern. So, when I use only one graphic, I flip it upside down and so does this edge flips too. Other one remains solid tho. I want the upper panel to have some features to overlap on viewport, I dont get the transparancy.

----
UPD
----
Some visuals

Resize viewport on:


Resize viewport off:


Phew. Hope I expressed it understandable enough. Any tips to solve it?
Thank you in advance.
Last edited by Lawura : 04-23-10 at 10:49 AM.
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Unread 03-29-10, 02:47 PM  
Vandehey330
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I love the addon a lot, but I was wondering if there is a way that you can make it so you can have two different themes up at once, for example, have Console for the bottom and have Starburst for the left.

Also, is it possible to ask if some more artwork like Console are added to the themes, I really enjoy it, but it is starting to get a little old for my taste. Just thought I would ask.
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Unread 03-10-10, 01:12 AM  
Sunn
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Yes, you could use the scale and flip features to do that I suppose. Scale basically allows you to scale the artwork beyond the natural width of the panel. So if you had artwork such as ...



Then you could scale the bottom panel to 200% (hiding the bottom half) and the same with the top with flip selected so that the orientation is the same, and you could get panels that look like ...



I've never really thought about it before but there's no reason why that wouldn't work.
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Unread 03-05-10, 06:35 PM  
Lawura
A Murloc Raider
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Hello, Sunn.
Thank you for the addon. Really cannot imagine to play without.

I have one question tho. I have been looking into this feature of artwork scale, and been wondering if it could be used for placing different graphics for, for example, top and bottom of the screen. Like, completly different. But I dont see any tips from you about it.

If you ever had this in mind, could you please come with a short tutorial or at least some numbers of what part of the graphics is being resized?
Last edited by Lawura : 03-05-10 at 08:37 PM.
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Unread 03-02-10, 06:49 PM  
Sunn
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Originally posted by Ethere
Anyone know where I can find the art that's used from this old screenshot? This is my UI a long time ago, and I can't find this art anywhere!

http://picasaweb.google.com/lh/photo...eat=directlink
It's not one of mine. Sorry. Looks nice though
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Unread 03-02-10, 05:14 PM  
Ethere
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Anyone?
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Unread 10-22-09, 08:34 AM  
Ethere
A Kobold Labourer

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Anyone know where I can find the art that's used from this old screenshot? This is my UI a long time ago, and I can't find this art anywhere!

http://picasaweb.google.com/lh/photo...eat=directlink
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Unread 08-31-09, 03:15 PM  
Sunn
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Originally posted by Underhill
I see in the above conversations that you can have this run as an actual viewport [where the render area is changed] or as an overlay [where the render area is just partially covered].

Is there is difference in framerate between the two options. I'd guess the viewport mode would have slightly higher fps than the overlay mode since the engine is rendering less but I wasn't sure if the add-on required extra processing power to achieve this that negated the gain or not.

In short does a viewport give any gains in framerate?
No, actually the opposite is often true as it renders a wider screen than normal which "may" contain more things to render.
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Unread 08-31-09, 08:27 AM  
Underhill
A Kobold Labourer

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I see in the above conversations that you can have this run as an actual viewport [where the render area is changed] or as an overlay [where the render area is just partially covered].

Is there is difference in framerate between the two options. I'd guess the viewport mode would have slightly higher fps than the overlay mode since the engine is rendering less but I wasn't sure if the add-on required extra processing power to achieve this that negated the gain or not.

In short does a viewport give any gains in framerate?
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Unread 08-12-09, 01:21 AM  
tiggy
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Originally posted by shadows911
errr like... sometimes some of the btex is compeltely on top of the sunn art, and other times half of the sunn art is covering btex
...so it looks a little messed up; but in that screenshot it was ok, idk why
but well yeah itd be cool if you could use sunn art on top of another bottom texture ...thing... since you cant make two sunn art bottom texture things stack... i think


i have no experience in making addons so im not very good at describing antyhing e.e
Hi,

i'm working on this at this moment, looking for adding a small config options in btex to change the strata of frames.

Have fun guys
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Unread 08-10-09, 12:38 PM  
AZMAK
A Kobold Labourer

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Error with one of your Art packages

Hello there.

I installed SunnArt and downloaded and installed all of the Art packs that were available from your archives/optional files tab.

One package gave me an error on first log in. Even though I have cleared the error message via /swatter clear and logged in and out numerous times since then with no further error messages I am still unable to view any of the art for that package in game.

Here is the error message I got:

Date: 2009-08-10 10:06:45
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\SunnArtParavel\SunnArtParavel.lua line 1:
attempt to index field 'validate' (a nil value)
Debug:
[C]: ?
SunnArtParavel\SunnArtParavel.lua:1: in main chunk

Thanks.
Last edited by AZMAK : 08-10-09 at 12:43 PM.
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Unread 06-24-09, 05:24 AM  
Sunn
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Unfortunately UIParent:Hide() and Show() don't work in combat, hence the SetAlpha method of hiding the UI.

The only thing I've noticed that doesn't get hidden is the dots on the minimap. Is there anything else that remains visible?

*edit. Uploaded a new version which does hide the minimap dots.
Last edited by Sunn : 06-24-09 at 06:11 AM.
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Unread 06-23-09, 01:53 PM  
siema_co
A Deviate Faerie Dragon
 
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Hi, great addon there!
However when i hide ui with it, some features still remain visible.
On top of that, i can still click and interact with these "hidden" features.
Digged a bit in lua files and found that you just set alpha of everything (or almost everything, which suggests my bug) to 0.
However UIParent has two nifty methods like Show() and Hide(), which actually hide UI like by default keybinding.

So i'd suggest changing UIParent:SetAlpha(0) and UIParent:SetAlpha(1) to UIParent:Hide() and UIParent:Show().
And instead of checking alpha when toggling, just add one global like isShown ;P

Hope my suggestion gets useful;P
Last edited by siema_co : 06-23-09 at 02:10 PM.
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