Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] Is there a "find frame by name" function for lua so I can hook into and replace a UI component?

[DiscordArchive] Is there a "find frame by name" function for lua so I can hook into and replace a UI component?

[DiscordArchive] Is there a "find frame by name" function for lua so I can hook into and replace a UI component?

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rektbyfaith
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02-08-2023, 08:54 PM
#1
Archived author: whatwere • Posted: 2023-02-08T20:54:18.937000+00:00
Original source

Is there a "find frame by name" function for lua so I can hook into and replace a UI component?
rektbyfaith
02-08-2023, 08:54 PM #1

Archived author: whatwere • Posted: 2023-02-08T20:54:18.937000+00:00
Original source

Is there a "find frame by name" function for lua so I can hook into and replace a UI component?

rektbyfaith
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02-08-2023, 08:55 PM
#2
Archived author: robinsch • Posted: 2023-02-08T20:55:47.524000+00:00
Original source

lua_getglobal if you know the variable name (_G[“ VarName“])
rektbyfaith
02-08-2023, 08:55 PM #2

Archived author: robinsch • Posted: 2023-02-08T20:55:47.524000+00:00
Original source

lua_getglobal if you know the variable name (_G[“ VarName“])

rektbyfaith
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02-08-2023, 08:55 PM
#3
Archived author: Deamon • Posted: 2023-02-08T20:55:48.565000+00:00
Original source

Of "stuff". That's why you're forced reload a model the model. But then again, for your needs that may be enough
rektbyfaith
02-08-2023, 08:55 PM #3

Archived author: Deamon • Posted: 2023-02-08T20:55:48.565000+00:00
Original source

Of "stuff". That's why you're forced reload a model the model. But then again, for your needs that may be enough

rektbyfaith
Administrator
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02-08-2023, 08:57 PM
#4
Archived author: Titi • Posted: 2023-02-08T20:57:12.319000+00:00
Original source

yeah this was quick and dirty, we should have a list of model instances with their attributes instead of doing this one time load thing
rektbyfaith
02-08-2023, 08:57 PM #4

Archived author: Titi • Posted: 2023-02-08T20:57:12.319000+00:00
Original source

yeah this was quick and dirty, we should have a list of model instances with their attributes instead of doing this one time load thing

rektbyfaith
Administrator
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02-08-2023, 08:58 PM
#5
Archived author: Titi • Posted: 2023-02-08T20:58:24.430000+00:00
Original source

wowdbeditor isn't supposed to be editing character models so live updates wasn't needed
rektbyfaith
02-08-2023, 08:58 PM #5

Archived author: Titi • Posted: 2023-02-08T20:58:24.430000+00:00
Original source

wowdbeditor isn't supposed to be editing character models so live updates wasn't needed

rektbyfaith
Administrator
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02-08-2023, 09:02 PM
#6
Archived author: Deamon • Posted: 2023-02-08T21:02:18.965000+00:00
Original source

```cpp
class CModel {
public:
void setMeshOverrides(std::array<int, 26> meshIds); // sets currently enabled geosets
void setReplacementTexture(int index, CTexture &texture);
private:
//M2File
M2File m_m2File;
std::vector<Mesh> m_meshes;


//Current state for animation data
std::vector<BoneState> m_bones;
std::vector<Color> m_colors;
std::vector<float> m_textureWeights;

//Loaded textures
std::vector<CTexture> m_textures;
//Current replacement textures
std::array<CTexture, 26> m_replacementTextures; //26 as of DF
}
```
rektbyfaith
02-08-2023, 09:02 PM #6

Archived author: Deamon • Posted: 2023-02-08T21:02:18.965000+00:00
Original source

```cpp
class CModel {
public:
void setMeshOverrides(std::array<int, 26> meshIds); // sets currently enabled geosets
void setReplacementTexture(int index, CTexture &texture);
private:
//M2File
M2File m_m2File;
std::vector<Mesh> m_meshes;


//Current state for animation data
std::vector<BoneState> m_bones;
std::vector<Color> m_colors;
std::vector<float> m_textureWeights;

//Loaded textures
std::vector<CTexture> m_textures;
//Current replacement textures
std::array<CTexture, 26> m_replacementTextures; //26 as of DF
}
```

rektbyfaith
Administrator
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02-08-2023, 09:03 PM
#7
Archived author: Deamon • Posted: 2023-02-08T21:03:10.262000+00:00
Original source

Something like this. When `setMeshOverrides` or `setReplacementTexture` is triggered, all it's needed is to recreate `m_meshes` array. While all animation states remain the same
rektbyfaith
02-08-2023, 09:03 PM #7

Archived author: Deamon • Posted: 2023-02-08T21:03:10.262000+00:00
Original source

Something like this. When `setMeshOverrides` or `setReplacementTexture` is triggered, all it's needed is to recreate `m_meshes` array. While all animation states remain the same

rektbyfaith
Administrator
0
02-08-2023, 09:03 PM
#8
Archived author: Titi • Posted: 2023-02-08T21:03:49.202000+00:00
Original source

I was more noobish and barely started learning programming when I wrote this a year ago, I hated using classes
rektbyfaith
02-08-2023, 09:03 PM #8

Archived author: Titi • Posted: 2023-02-08T21:03:49.202000+00:00
Original source

I was more noobish and barely started learning programming when I wrote this a year ago, I hated using classes

rektbyfaith
Administrator
0
02-08-2023, 09:04 PM
#9
Archived author: Deamon • Posted: 2023-02-08T21:04:39.985000+00:00
Original source

Stuff happens Big Grin. I made a lot of mistakes when I tried to create database editor in Delphi. And that's why I never finished it
rektbyfaith
02-08-2023, 09:04 PM #9

Archived author: Deamon • Posted: 2023-02-08T21:04:39.985000+00:00
Original source

Stuff happens Big Grin. I made a lot of mistakes when I tried to create database editor in Delphi. And that's why I never finished it

rektbyfaith
Administrator
0
02-08-2023, 09:04 PM
#10
Archived author: Titi • Posted: 2023-02-08T21:04:59.985000+00:00
Original source

it was more about getting it to work and learning how m2 rendering and all the dbc data and stuff works rather than clean code, the renderer is very experimental anyways
rektbyfaith
02-08-2023, 09:04 PM #10

Archived author: Titi • Posted: 2023-02-08T21:04:59.985000+00:00
Original source

it was more about getting it to work and learning how m2 rendering and all the dbc data and stuff works rather than clean code, the renderer is very experimental anyways

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