[Question] How to change dialogbox background image and fonts colors?
frostysh
Member Posts: 55
in UI Modding
I am already finished my cosmetic GUI mod for BG2EE v2+, but I cannot change the last thing - the dialogbox image background and font colors of that box. In the previous version, I changed GUWBTP.MOS or something like that, - and its worked fine. But now I have checked UI.menu fields near 11730, and found no references on any MOS .
So how I can change that stuff?
Thanx for the answers.
So how I can change that stuff?
Thanx for the answers.
0
Comments
How I can find this corresponding file for myself, without askin a question on forum next time?
Is this *.PVRZ files can be modyfied same as *.MOS, with help of Nearinfinity? Crating image, than exporting to the *.PVRZ ?
Okay, I will try.
https://s28.postimg.org/hbxv4pr25/for_forum_BG2_EE_Dialog_Box_mod.jpg
But there is another problem, I have changed the all "text style" that I have found in stuff that connected to Dialog box:
Line 11751 UI.menu,
text { name "worldMessageBox" area 28 135 816 102 text lua "worldMessageBoxText" text style "CGuiMod" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" }
Line 11965 in UI.menu,
text { name "worldNPCDialog" area 84 22 749 38 text lua "worldNPCDialogText" text style "CGuiMod" scrollbar 'GUISCRC' }
Number of line 11973 - Dialogbox stuff.
text { name "worldDialogMessageBox" enabled "showWorldMessages" area 20 -124 813 124 text lua "worldMessageBoxText" text style "CGuiMod" scrollbar 'GUISCRC' scrollbar func "chatboxScroll" }
Number of line 12023 - Dialog.
text { area 0 0 -1 -1 text lua "getDialogEntryText(rowNumber)" text style "CGuiMod" }
But without much of success as we can see. CGuiMod is a stuff, that I have created in BGEE.lua :
CGuiMod = { color = 'Y', font = 'NORMAL', point = 12, valign = 'top', halign = 'left', useFontZoom = 1, }
Which is represents "normal old-school" black font. But I have a hell no idea how to change that light-blue stuff for responses of guys. Will be good even left its light-blue but at least ad a dark borders, because it is hard to be distinguished from the background for now .
Separately, for the center 192 x 192 grey transparency background in box5 that is used by rectangle 4, only a 2x2 grid of those 192^2 pixels are sampled to draw the rectangle.
When I replaced your grey transparency rectangle with this texture (converted to pvrz using DXT5 by NI):
I get this dialogue window behavior:
Interestingly, the corners are correct 6 px width, while the vertical and horizontal linking sections (pulled from box5.pvrz I believe) are only the truncated 4 px width.
I'll try replacing the rectangle 4 call in WORLD_DIALOG with my own .MOS. Maybe that's the solution.