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Posts posted by szef
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Quoting from discord:
"Me and my buddy have been working on a little Planescape:Torment EE UI mod and we have an issue with Inventory Background. Replacing the existing mosaic with ours is simple enough, but it seems like there is a permanent black background in the back. We wanted our inventory box to 'float' over the game screen (as we have seen possible on a pre-EE mod screenshot).
Does anyone know how to get rid of that black background or is it just not a part of the 'world' setup anymore and whatever we're trying to do, actually cannot be done?
This is NOT the indented graphic but illustrates the issue: though clearly both the graphics have some functional transparency, the solid black background prevails":
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It is done. Full code:
function getDialogEntryText(row) local text = dialogTable[row].text if (not getDialogRowClickable(row)) then --Change color font for Characters name text = string.gsub(text, "%^0xff75a1b8", "^0xFF81c6d9") end if (not getDialogRowClickable(row)) then --For dialogue lines text = string.gsub(text, "%^0xff7da58c", "^0xFFcad3d2") end if (not getDialogHistory) then --For TNO name text = string.gsub(text, "%^0xffd5c885", "^0xFF5d6966") end if (not getDialogHistory) then --For the lines said by TNO text = string.gsub(text, "%^0xffd7c8a0", "^0xFF5d6966") end if (not getDialogResponses) then --For 1. 2. etc. text = string.gsub(text, "%^0xffcec471", "^0xFF111dd8") end if (not getDialogClickable) then --For list of answers text = string.gsub(text, "%^0xff212eff", "^0xFF111dd8") end if (row == worldPlayerDialogSelection) then --For text when selected text = string.gsub(text, "%^0xFF111dd8", "^0xFFacacad") end return text end
Thank you lefreut for your help!!
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Ok, it works ;).
I need two 'parameters' (for now) more: the list of answers (the red ones), and for the numbers of this answers, i.e.1. Answer.
2. Answer.
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Okay, thanks, something's starting clearing up for me (i think).
But what about worldPlayerDialogSelection because this is for... select the choises lines (?).What, I need enter for "text in the dialogue" - speaking the easiest.
Do you know this?
(Tomorrow will be next round of trying ).
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I'am trying to changing this color ^0xff7da58c (i assume most of the dialog texts) for let's say #DADADA.
And other colors. I need piece of code, or answer how it may look like, or where to find/learn about ;).
(In websearch... yes yes i know - searching for 4h)
To be more specific, few questions is mayby, this new post-process has to be in the same function as in the code below?
function getDialogEntryText(row) local text = dialogTable[row].text if (row == worldPlayerDialogSelection) then --Color the text white when selected text = string.gsub(text, "%^0xff212eff", "^0xFFFFFFFF") end return text end
Something must be instead worldPlayerDialogSelection ...
i'am clueless. Oh, well :D.
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@lefreut
I'd really wish to know more about Lua, I've been messing with this code in 1000 ways (trial and error)...Is it supposed to be, let's assume, in the same function as process above (in previous code)?
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30 minutes ago, subtledoctor said:
PSTEE's engine is not very much like the BGEE/BG2EE/IWDEE engines. It is much, much less moddable.
It's seems much more hardcor... um, hardcoded?
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36 minutes ago, lynx said:
Weren't most of the GUI colors externalized to some lua file? Maybe that was not the case in pst:ee, but I definitely remember it for bgee.
You mean in the file: bgee.lua, right?
Spoilerfontcolors = {} -- AABBGGRR fontcolors['1'] = 'FFCAE2E9' -- title fontcolors['2'] = 'FFCAE2E9' -- title highlight fontcolors['3'] = 'FFCAE2E9' -- subtitle fontcolors['4'] = 'FFEEFFFF' -- subtitle highlight fontcolors['5'] = 'FF000000' -- parchment fontcolors['6'] = 'FFEEFFFF' -- parchment highlight fontcolors['7'] = 'FF000000' -- alternate parchment fontcolors['8'] = 'FF102526' -- alternate parchment highlight fontcolors['9'] = 'FFCDD6D9' -- semitrans dark background fontcolors['A'] = 'FFFDE6E9' -- semitrans dark background highlight fontcolors['B'] = 'FFdef6f8' fontcolors['C'] = 'FFC8F0C8' -- Minty update color fontcolors['D'] = 'FF96C8FF' -- orangy subtitle color fontcolors['R'] = 'FF000080' -- red fontcolors['G'] = 'FF00FF00' -- green fontcolors['M'] = 'FF000080' -- parchment red fontcolors['N'] = 'FFFDFBFD' -- NOTE: white text fontcolors['Y'] = 'FF01cde5' -- PST yellow fontcolors['$'] = 'FF82E6FF' -- gold yellow/orange fontcolors['P'] = 'FFa67da7' -- purple highlight characters = {} tempStats = {} styles = { normal = { color = 'Y', font = 'bookmani', point = 14, valign = 'top', halign = 'left', useFontZoom = 1, }, ...
I tried change that file (styles, colors) - sadly for pstee, doing that, has no affect on the game dialog box (exept the font type, AND colors in i.e. "Quit game" etc.).
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4 hours ago, jmerry said:
In the BG (EE) series, the character name's font color in the dialog box comes from the character's outfit colors. I'm pretty sure it's just their "major color". That's not something you set in a UI mod, it's something that's in the creature files. PSTEE may be different, but I expect this point to be the same.
Ok.
I'm made (for myself ) quick comparison, the lines that was just said by TNO (after reverse first and last color symbols AABBGGRR > RGB). -
Ok, this i get. Thanks.
But how i.e. this:
^0xff75a1b8Dak'kon^- - ^0xff7da58cDak'kon obraca w twym kierunku swe czarne niczym węgiel oczy.^- ^0xffd5c885Bezimienny^- - ^0xffd7c8a0„W tej chwili nic, Dak'konie. Kontynuujmy.”^-
correspond to i.e.
"%^0xff212eff"
(red color in the post-process above)?
So I must change color for each character separatly?
Hm, 100% no, but you know, still no clue how to do it ;).
Edit:
^0xffd5c885Bezimienny^- - ^0xffd7c8a0
First is for charname color, second it's the line already said by The Nameless One, and:
^0xff7da58c
is the lines, the greenish dialog font color (AABBGGRR ?).
?
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19 hours ago, lefreut said:
The color is embedded in the string that the engine build before sending it to the UI.
For example:
^0xff75a1b8Morte^-
Question, where can I find this string (or the like this)?
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Thanks for the replies!!
Hm, I've understood the very basic of this magic, but not enough. It is quite difficult(?).
Maybe I will do some research on this, since my knowledge is near 0 (or I'll let it go, since there are might be consequences, sooo).Either way, I know where to look now!
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[UI][MOD][PSTEE] Book of Torment: Discover the dialogues of Torment in a new edition.
in Miscellaneous Released Mods
Posted · Edited by szef
Primarily, this modification was created as a test and in response to the question/need: a side dialogue box.
New version adds slider that allows to change dialogue box skins/inventory screens...
Almost everything is finished, and placed into the "work in progress" folder.
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Requiers: JournalPortraitConversations for proper work.
Mod dwn: https://drive.google.com/drive/folders/1AGNWBPbnyuMbkYBDyjxtWwimy_eSlfwu
Screenshots: https://imgur.com/a/l4RrLcZ