Raidframe HealPrediction Texture
2 Attachment(s)
Hello,
I am trying to change the default CompactRaidFrameXMyHealPrediction texture but I cant find any path related to it: frame.myHealPrediction frame.otherHealPrediction My Problem is that it still has the default texture (curved-shadow) and I am playing with a Matt Texture replacement for my Raidframes. Blizzard-Code: https://github.com/tomrus88/Blizzard...rame.lua#L1628 It is not possible to replace it with just :SetTexture. If someone has an idea about how it works and maybe how to change it I would appreciate any help. :) |
Code:
frame.myHealPrediction:SetGradient("VERTICAL", 8/255, 93/255, 72/255, 11/255, 136/255, 105/255); Never used it so I don't know how to clear it frame.myHealPrediction:SetGradient()? |
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1 Attachment(s)
Thank you both for the fast reply.
Thats my fault and I missed that when I was looking at their code. I am used to have a texture path for my UI stuff but that makes perfect sense now. So I tried to use it with one of my raidframe codes: Code:
hooksecurefunc("CompactUnitFrame_UpdateName",function(frame) So no matter what value I put in there as long as it is always the same one it appears to be just white: |
Try changing the numbers in the SetGradient function. I suspect the first 3 numbers are the red,green,blue percentages for color 1 and the last 3 for color 2. So in theory:
frame.myHealPrediction:SetGradient("VERTICAL", 100, 0, 0, 0, 100,0) Would have a gradient going from red to green. Edit: Just found this on another post here. SetGradientAlpha("VERTICAL", 1, 1, 1, 0, 1, 1, 1, .6) Sounds like this sets the color gradient and the alpha so maybe change the 4th and 8th values to 0 for full alpha or 1 for full color etc. Quote:
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Ok I get that and I am able to change the color but I want to completely get rid of the gradient (make it matt/clean and green as before/not white) which seems to be a bit tricky.
I only found: Texture:SetGradient(orientation, minR, minG, minB, maxR, maxG, maxB) Texture:SetGradientAlpha(orientation, minR, minG, minB, minA, maxR, maxG, maxB, maxA) and your post related to it: https://www.wowinterface.com/forums/...ad.php?t=32696 So according to that I guess it should be a pattern like: frame.myHealPrediction:SetGradient("VERTICAL", 0, 0, 1, 0, 0, 1, 0) appears to be just blue and: frame.myHealPrediction:SetGradient("VERTICAL", 0, 1, 1, 0, 1, 1, 0) appears to be a rly light blue but I am still confused and it doesnt matter how high I set the values. I am able to make it completely black with just zeros like just ones for white but without changing the first digit (orientation) theres only blue, black and white? |
Gradients seem pretty sticky. Maybe just hide the original texture and replace it with a new one.
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Yep, if theres no other way to change colors but I dont know how to do it.
For example I used to just: PlayerFrameMyHealPredictionBar:SetTexture("Interface\...) with my UI Textures which works fine but that doesn't seem to work that easy for the CompactRaidFrames and I really want to keep it clean. Pretty much nobody ever changed this part of the default raidframes and I have no snippet for it. Usually I put snippets together/rip out codes. I used to replace default textures in the past with just: Code:
for _, sb in pairs ({ |
Code:
frame.myHealPrediction:Hide() |
It seems that SetColorTexture respects any SetGradient in place but SetVertexColor overrides SetGradient. Since SetColorTexture is set to pure white by default we just need to use SetVertexColor to set the average of the gradient. Untested code:
Lua Code:
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The code seems to fix the color and is working without any issues.
Somehow default raidframe related stuff is always a bit messy. I get the color and gradient/effect stuff but I still dont understand where the texture (length/size) came from:confused: Maybe I am missing something and its just color but I am a bit confused because for shield/absorb theres a Raidframe Texture called "Shield-Overlay". It would be pretty nice if I could change the white-texture to my statusbar/health-texture like the rest of my UI. It is the same texture as everything health related like: Interface/RaidFrame/Raid-Bar-Resource-Fill.blp If that is even possible without making a mess. Again thanks for all the help:) |
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Code:
tex:SetTexture([[Interface\BUTTONS\WHITE8X8]]) Quote:
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Is it possible to use/place a different texture like the same as my raidframes (Raid-Bar-Hp-Fill.blp) instead?
For me it just disappears/does nothing when I try to set a different texture. If it is alot of work I am fine with just the color based one but it would look a bit cleaner when I have the same as my UI-texture. |
It should be something as simple as:
Lua Code:
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Seems to work fine I just have to play around with the colors :)
Thank you for your help! |
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