HAM UI Upgrade [Updated 16/FEB/2019]

Skolten

New Member
Mar 31, 2013
29
0
1
#1
This is the release of the HAM UI Upgrade.

Player, target, status bars and group window have been updated.

- Flattened HAM bars
- Equal length HAM bars
- Buffs under the player frame
- Status effects under the target frame
- Bigger Player and Target bars
- 48% smaller group window

**The download is without the colored icons, it will use the standard icons unless you download and install these separate.

*UPDATED with longer HAM bars for long mob names.
*Character Selection Screen and Login screen removed.
*The Coronet ground texture in the screenshot is NOT included.
*Larger buttonbar included.

Install: Unzip in your swg folder.

Instructions for Parentheses fix:
1.) You can't have the "Default Chat Box Font Size" on the third setting, anything before or after is fine.
2.) "Chat Bubble Font Size" needs to be kept outside of the 0.40-0.99 range
3.) "Object Name Font Size" has to stay in the range of 0.80-0.85

Credit to Shadowfox for his UI that is used as a base here.

Kayliaah NGE Mod: https://www.eqsanctum.com/viewtopic.php?f=6&t=123
You can install just the colored icons from the installer.

coronet_event.jpg
 

Attachments

Last edited:
Sep 17, 2010
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www.anach.tk
#3
I just pee'd a little. Someone referenced my UI WOOHOO!!!
It's great when people remember to give credit to the original sources. I gave up hope for that over the years. Initially when I created the pre-NGE UI for the live server, I was finding people stripping it of readmes and releasing it on forums all around the internet. Some would claim they didn't use mine and made it all on their own, except I would put little hidden marks in the code, so I knew.

I like how people have gone crazy with many different UI mods over the years. I really like this flat UI, and although I've been reworking the UI for myself recently, due to higher resolutions, I'm thinking I wouldn't mind borrowing this flat look HAM. The icons under the HAM is also a good idea, except they are difficult to see due to them being white.
 

Skolten

New Member
Mar 31, 2013
29
0
1
#4
It's great when people remember to give credit to the original sources. I gave up hope for that over the years. Initially when I created the pre-NGE UI for the live server, I was finding people stripping it of readmes and releasing it on forums all around the internet. Some would claim they didn't use mine and made it all on their own, except I would put little hidden marks in the code, so I knew.

I like how people have gone crazy with many different UI mods over the years. I really like this flat UI, and although I've been reworking the UI for myself recently, due to higher resolutions, I'm thinking I wouldn't mind borrowing this flat look HAM. The icons under the HAM is also a good idea, except they are difficult to see due to them being white.
I Have been experimented with using the colored NGE icons for this, however i decided to release it without the styles.inc to let ppl chose that them selfs, due to many do not like the NGE icons. I have also considered changing the NGE icons into something that is easier on the eyes.
 
Sep 17, 2010
45
1
8
43
www.anach.tk
#5
I Have been experimented with using the colored NGE icons for this, however i decided to release it without the styles.inc to let ppl chose that them selfs, due to many do not like the NGE icons. I have also considered changing the NGE icons into something that is easier on the eyes.
I'm one of those people that don't like coloured icons. Really just need to expand the background down for the buffs, or give the buffs their own background layer. I keep meaning to experiment with that, but haven't had the time.
 
Mar 26, 2015
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www.eqsanctum.com
#6
I'm one of those people that don't like coloured icons. Really just need to expand the background down for the buffs, or give the buffs their own background layer. I keep meaning to experiment with that, but haven't had the time.
We've messed around with it. Here's an idea, although the problem we've found is resolution change on images to meet the req for the windows and tweaking it just right to look good:

 

Skolten

New Member
Mar 31, 2013
29
0
1
#7
I managed to set background for the buffs.

Change BackgroundOpacity='0.40' to a higher number for a darker background.

ham_upgrade_bg.jpg

Code:
<VolumePage
                BackgroundColor='#000000'
                BackgroundOpacity='0.40'
                CellAlignment='left'
                CellCount='8,3'
                CellPadding='0,0'
                CellSelectable='false'
                CellSelectionOverlayOpacity='1.00'
                CellSize='22,22'
                Location='28,64'
                MaximumSize='16384,63'
                MinimumScrollExtent='220,63'
                MinimumSize='0,63'
                Name='buffs'
                OpacityRelativeMin='1.00'
                PackLocation='a,fff'
                PackSize='f,f'
                ScrollExtent='220,63'
                Selectable='true'
                Size='220,63'
                Visible='true'
Code:
<VolumePage
     BackgroundColor='#000000'
     BackgroundOpacity='0.40'
     CellAlignmentH='Right'
     CellCount='9,2'
     CellPadding='0,0'
     CellSelectable='false'
     CellSelectionOverlayOpacity='1.00'
     CellSize='22,22'
     Location='5,64'
     MaximumSize='220,63'
     MinimumScrollExtent='220,63'
     MinimumSize='220,63'
     Name='states'
     OpacityRelativeMin='1.00'
     PackLocation='a,fff'
     PackSize='f,f'
     ScrollExtent='220,63'
     Selectable='true'
     Size='220,63'
     Visible='true'
 
Dec 24, 2018
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#8
Just saw this over on Reddit and decided to give it a whirl. I like the actual game UI changes, although I am not completely sold on the borderless login screen changes (I do like the background though).

However I spotted an issue with the planetary map screen. The background map texture appears to be tiling instead of the map using a single copy of the texture. Here's a pic:
I had a look at ui_planet_map.inc but I'm still trying to wrap my head around it.

One other thing. I am grateful for the target HAM changes, but would it be possible to make it even bigger for those of us that are old and half blind? It doesn't appear to be scaleable currently. It's just the text I'd like a little size bump on, so I can more easily make out the distance (although long names getting truncated does currently appear to be a problem).
 

Skolten

New Member
Mar 31, 2013
29
0
1
#9
Just saw this over on Reddit and decided to give it a whirl. I like the actual game UI changes, although I am not completely sold on the borderless login screen changes (I do like the background though).

However I spotted an issue with the planetary map screen. The background map texture appears to be tiling instead of the map using a single copy of the texture. Here's a pic:
I had a look at ui_planet_map.inc but I'm still trying to wrap my head around it.

One other thing. I am grateful for the target HAM changes, but would it be possible to make it even bigger for those of us that are old and half blind? It doesn't appear to be scaleable currently. It's just the text I'd like a little size bump on, so I can more easily make out the distance (although long names getting truncated does currently appear to be a problem).
About the map. I have had this happen to me before. I fixed it, now if i can remember how, it would be awesome. Its likely to do with that i use Synters 4k maps and not the original ones. Try renaming the ui_planet_map.inc (load without it) see if that changes anything.

I have been experimenting a bit more with the text size, i can make it larger no problem, but the range will still be a problem. I have tried extending the size of the target HAM outside what you can see, and extending the length of the text bar, but it will still stop there. So no luck yet. Need to find out where the range is set, then we can move it to the front or seperate it and have it somewhere else. Its most likely in the client tho.

Every HAM bar have a individual setting, and every layer of that HAM have several settings you need to change, so its a very time demanding change.
 
Last edited:
Dec 24, 2018
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#10
Ah, fair enough. How about a dark background to it like you added to your buff bar? That might make it a little more legible.

Leaving out ui_planet_map.inc does indeed revert the planetary map texture to its proper size/scale. Not surprising, as yours is the only mod I am using. Perhaps you could point me to the map mod you mentioned? Might be a stopgap solution.
 

Valkyra

Moderator
Staff member
Moderator
Aug 31, 2010
193
12
18
#11
Ah, fair enough. How about a dark background to it like you added to your buff bar? That might make it a little more legible.

Leaving out ui_planet_map.inc does indeed revert the planetary map texture to its proper size/scale. Not surprising, as yours is the only mod I am using. Perhaps you could point me to the map mod you mentioned? Might be a stopgap solution.
It's most likely this mod for the satellite map textures:
https://modthegalaxy.com/index.php?threads/sytners-satellite-maps-2-0-preview-release.680/
 
Likes: Skolten

Skolten

New Member
Mar 31, 2013
29
0
1
#12
Ah, fair enough. How about a dark background to it like you added to your buff bar? That might make it a little more legible.

Leaving out ui_planet_map.inc does indeed revert the planetary map texture to its proper size/scale. Not surprising, as yours is the only mod I am using. Perhaps you could point me to the map mod you mentioned? Might be a stopgap solution.
You have to add a bg to the entire frame or the buffs will not show up, this is an example of how to do it and i think it works well, i can also add a bg to the text field to have a similar effect to the buffs. I do not want to make it darker as that will make it difficult to spot the wounds.

You can find the file with the backgrounds here (only player and target): https://war-lordz.com/files/

bg_ham.jpg
 
Last edited:

Skolten

New Member
Mar 31, 2013
29
0
1
#14
Much obliged.

Here's another issue I spotted. In the XP meter, the top-most skill doesn't have the empty black bar extending the full width:

Yeah i noticed that as well, i have not tinkered with that code, so thats most probably something else. Maybe Shadowfox have an answer to that.
 
Mar 26, 2015
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www.eqsanctum.com
#15
Huh.... never noticed that before

Guess I have something to fix now :)


EDIT: I had to double check to make sure, but yeah. That's apparent in the default client as well. So, I didn't break it! Woohoo! Ok, now we get to find out how to fix it :)

 
Last edited:
Mar 26, 2015
102
12
18
45
www.eqsanctum.com
#16
Ah, fair enough. How about a dark background to it like you added to your buff bar? That might make it a little more legible.

Leaving out ui_planet_map.inc does indeed revert the planetary map texture to its proper size/scale. Not surprising, as yours is the only mod I am using. Perhaps you could point me to the map mod you mentioned? Might be a stopgap solution.

its because those particular maps are for 4096 textures.
 

Skolten

New Member
Mar 31, 2013
29
0
1
#17
Original post updated.

*UPDATED with longer HAM bars for long mob names.
*Character Selection Screen and Login screen removed.
*The Coronet ground texture in the screenshot is NOT included.
*Larger buttonbar included.