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Unread 04-20-2013, 06:02 PM  
Adra
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@ Kynta

To modify the graphic elements of a skin you just have to be able to work on .TGA files, that's it, that's all

I already received more than a dozen of users requests for updating Eclipse UI. The fact is its author forbid me to do it. End of the story.

Last edited by Adra : 04-20-2013 at 06:07 PM.
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Unread 04-20-2013, 09:37 AM  
Kynta
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If i ever figure out how to, I'll let you know. I know the Spirit of Elfwood one could use a change in the icons, as I tend to lose them in the wonderful design. :P If i ever figure out how to modify UI elements, I'll let you know.

Also, ever thought about adding Eclipse to this pack, perhaps? I know I and a few other friends of mine really enjoy that theme though it sadly is no longer being updated. Just a thought for consideration.
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Unread 04-16-2013, 08:56 PM  
Adra
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JRR V4.6 available for download.

- I've skinned the remote looting window and the Lotro Store panel borders.
- I've drawn a more visible red frame around unusable item icons.
- Delving Hills theme : A few minor additions, based on the original "Delving Hills" release v1.19, created and maintained by Wicked Mouse. Drawn the 6 years anniversary portraits.
- I re-wrote the credit informations in each Skindefinition.xml files to convert it into a short introduction speech.
- I changed my monitor, the consequence is that the skins based on a custom toolbar (delving hills short, BGM opaque short and Monsters Lair short) are now tuned by default for 2560x1440 resolution.
- Still not found the stable master panel background element name/code
- Modified the extended master loot windows panel code.

Last edited by Adra : 04-16-2013 at 08:57 PM.
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Unread 04-16-2013, 08:54 PM  
Adra
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@ Kynta

Hi,

If you ever have the will and the time to draw all the missing vital elements to rebuild a dedicated vital pack for the few skins which still have not their own, I'll add it with pleasure in JRR.

Last edited by Adra : 04-16-2013 at 08:59 PM.
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Unread 03-27-2013, 10:33 AM  
Kynta
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Hello!

I want to say I really love this collection as I like to give each of my characters a skin based on class/race/ect and this collection has a lot of my favorites in one place.

However, I have to admit that I tend to go back to the originals because of the vitals (and being a graphic designer, its hard for me to not not notice it). I know you have a comment about it previously but if you can incorporate the original vital bars to the skins, I would greatly appreciate it! The BMG vitals just make the sets look off to me. I don't know if there is a way I could do it, as I know nothing of skinning only designing, so its just a suggestion for you to consider.
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Unread 03-22-2013, 08:24 PM  
Adra
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@ Zoomer

Hi and thanks for the feedback.

In fact I don't remember precisely the reasons which made I chose BGM old style vitals instead of original JappMe ones. I think it was a summ of little arguments and time saving. Probably for the compact design and the sobriety of BGM, added to its richness allowing monster play and session play vitals.

The JRR edition was originally "just" an alternate edition of JappMe, the fans of the original one still had the opportunity to download the original release to enjoy the full skin contents, but it is true this situation has evolved.

The vitals have also changed a bit since Jappme Isengard, many vitals are missing, and their dimensions are a bit different.

The JappMe Isengard vitals counts 23 elements, the JRR CORE vital folder which is used by JRR JappMe counts 72 elements !

On some other skins, I effectively imported the original vitals, fully reworked it and designed the missing elements, but it has been a very long and painfull work

I'm not an artist and I don't feel at all to design all the JappMe missing elements

So I don't plan to include original JappMe vitals in JRR.

Last edited by Adra : 03-25-2013 at 10:26 PM.
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Unread 03-22-2013, 04:52 PM  
Zoomer
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Thank you for your work. It's nice to see someone cares about keeping those fantastic UI skins up to date. Thank you.

I'm terribly sorry for bothering you with my question but still:
I see that in some of the skins from your compilation pack you keep original skin's vitals, yet in e.g. JappMe (my favorite skin) you use vitals from "CORE" folder. I wonder if you plan on adding original JappMe vitals? Or is it too much of a hassle? Or is it somehow impossible?

I'm poking around xml files right now thinking of the way to easily replace current vitals with the ones from the JappMe skin. It looks like I have to reposition the artwork and the vitals bars or something like that... hmmm.
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Unread 03-19-2013, 08:15 PM  
Adra
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Thank you very much for these positive feedbacks !

Last edited by Adra : 03-19-2013 at 08:17 PM.
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Unread 03-19-2013, 07:44 PM  
I Spawn At Home
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Talking Fabulous!

Really love the smallBar one. Great job!

If you ever need anything ... give me a PM and I'll see if its in my area of expertise.

Last edited by I Spawn At Home : 03-19-2013 at 07:45 PM.
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Unread 03-17-2013, 02:10 AM  
Rymanor
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Fantastic....as always

I love custom skins, and you do a great job. I particularly like the "short" toolbar, without all the extra buttons.

Keep it up!
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Unread 03-13-2013, 07:21 AM  
warriorpoetex
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Skins

Amazing work ...

Glad someone is picking up the torch. LOTRO plugins/skins is nearly a dead art.
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Unread 03-07-2013, 05:56 PM  
Fastback66
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Thanks for the update

I wasn't liking the new display panels
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Unread 02-28-2013, 06:54 AM  
Adra
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Here is a screenshot of the toolbar I've just designed (based on Brygard's BGM default toolbar) for the new BGM skin profile named "BGM opaque short".



From the left to the right :

- A button which opens the general menu
- The auto-attack button
- The Lotro store button
- The 12 skills slots
- the skill bank indicator and skill bank switching buttons (at the top and at the bottom of the indicator icon)

It is a custom toolbar, it requires the users edit the corresponding Skindefinition.xml file if they don't play in 1920x1200 fullscreen mode.
This file is located there :
...\Documents\The Lord of the Rings Online\ui\skins\JRR Skins collection\# BGM #\_Opaque skin short toolbar\SkinDefinition.xml
Open it with Notepad or any else text editor. The required instructions are logged into this file.
Defining the toolbar scale to 0.99 (in options -> ui settings) can avoid users playing in 1920x1080 and those playing 1920x1200 or 1920x1080 window mode, to edit this file.

Last edited by Adra : 03-09-2013 at 06:43 AM.
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Unread 02-26-2013, 03:09 PM  
Adra
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Yes and no, when a ran a few tests, only this configuration was working and not altering the coordinates reported by the cursor over the map.

Last edited by Adra : 02-28-2013 at 06:44 AM.
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Unread 02-26-2013, 02:48 PM  
invispoet
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So it was just a matter of defining the x and y resolutions to not be full screen?
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