Modding is a process

I am trying to "fix" a wacky UI result created by some weird staff design choices or indirectly flawed tackling of such default files.

Looking at this snapshot..



You probably now realize what can cause bad list(s) readout proportions since the intended shadow mask effect (to the left side in particular) doesn't reproduce the HUD principle necessary as what works correctly to the right.
I've scanned through plenty of resources & what i thought could control this GUI mechanics by any special XML defines -- no luck!

There's certainly a wise set of parameters that should fix that much.. but still can't find good enough hints or real facts.

Sooooo, i'd be willing and able to just use a custom file to adapt to such a weird condition. Similar to what already exists in any of the Screen sub-folders.. as an example;


Which is 256x128 and feels to me like a possible candidate for analysis.. BUT, it might all be something else entirely that also could require further tricky XML editing.

Can anyone help me please?


Comments
on Dec 02, 2018

Alright then, from the FrameArtDefs.xml file... this section might be related, i guess.

----
<UIArtDefine>
    <InternalName>BlackFadeMaskLeft</InternalName>
    <Define>
      <UISize>Small</UISize>
      <ResizingData>
        <HorizontalStretching>true</HorizontalStretching>
        <VerticalStretching>true</VerticalStretching>
        <X1>200</X1>
        <X2>250</X2>
        <Y1>8</Y1>
        <Y2>14</Y2>
      </ResizingData>
      <State>
        <Type>Up</Type>
        <TextureData>
          <Texture>GC3_S_Top_Side_Blend_Mask.png</Texture>
          <MirrorHorizontal>true</MirrorHorizontal>
          <DefaultAlpha>.85</DefaultAlpha>
        </TextureData>
      </State>
    </Define>

----
Seems like the MirrorHorizontal instruction is failing.
???

on Dec 21, 2018

Alrighty..

Still no luck getting to fix this weird stuff.
Soooo -- some SD staff which are in charge of HUD components & could know exactly what to do.. please help!

I'm just stuck in development and can't form a reliable design principle that would have to spread in a LOT of unique BG/FG files. Without that workaround solution.. the UI becomes almost unreadable during trade.

on Dec 22, 2018

I think you can fix this by editing MenuArtDefs.xml. Its not doable via a mod, you would have to edit the file and re-create the games bin files with the compilers located in the tools folder.

Or you can change/replace GC3_Startup_Mask_Left.png, which I think might controll that shading?

on Dec 22, 2018

I don't think i could reliably tackle the Bin recompiling tricks (not yet anyway) for such stuff.

But if "replacing" any GFX file could be worth a try.. i'm certainly willing and able. That would require trial&error steps to calibrate the intended structure as it relate to whatever HUD/UI states. With enough luck.. hopefully.

PS; I'm far enough into development of basic GFX assets for the upcoming X-Com_A-Liens thematic mod (65+ Factions to begin with) but i have yet to determine how to process the necessary custom XML files (data picked out from the usual generic defaults generated by the ingame civilization editor/compiler).
I know you managed to create many of the core assets for your own package(s). Any hints.. or should i rationally expect heavy manual daunting  tasks ahead?
No clear guides exist, AFAIC. Sooooo.. if you could spare a few minutes to somewhat recall those working methods, please do.

on Dec 22, 2018

UCP_Factions from my mod should contain all the stuff you need to see, to make stuff for your custom factions, appending is a pretty easy task tbh. These you can make via the civilization builder, or by having your own MyMod_FactionDefs.xml.

on Dec 22, 2018

Aaaarrrgghhh.. so far no luck with editing the suggested specific file. There has to be a tricky UI framework in place -- possibly within DiplomacyWnd.XML  and its wacky controls. To think that some SD staff could immediately point me at the correct editing (or repair) step is a bit frustrating for sure. Gonna have to wait, again! Thanks for the help anyway.

Secondly -- Yet.. the whole XC-AL_FactionDefs.XML (custom) file has to be manually edited from data sources which i don't have straight access to, right? Each values are pre-compiled into a sealed bunch of infos while the actual instructions aren't exposed for copy/paste tasks.  And, so on.

on Dec 22, 2018

InteractionWnd.xml

Regards to FactionDefs, you need to look at the scheme files for the "instructions" so to speak.

on Dec 22, 2018

Interaction seems to offer a few good hints. I'll take a look at what it's supposed to do & how it could accept slight corrections to fix what i need. Let's hope it is a simple GFX swap trick.

Once that scheme reveals the valid Data pulling tricks & various instruction mechanics.. there's still no direct way to interpret the source code for each custom Factions, shouldn't there be some de-compile process to obtain every details?
Without them.. nothing could be copy/pasted. I soooooo wished the code engine could simply auto-generate whatever is necessary beyond the basic creative steps currently offered by their (limited) designer.

on Dec 25, 2018

Okay.. i'll just have to give up trying various edits to both XML and related GFX file(s). Nothing sticks around enough to detect any worthy changes at all.
Sooooo, let's hope someone at Stardock will be kind enough to offer a definitive solution once back from the Holidays hiatus.

on Jan 10, 2019

Alrighty...
Now that the Holidays hiatus is over, let's hope some benevolent Stardock expert in HUD/UI concerns would find precious spare time for this stuff.
I have no choice but to suspend further GFX development for my XC-AL factions until i can reliably fix that left-side background mask or modify whatever default XML system which causes wacky proportions on a Large screen (if that matters.. when playing under UI-HD / 4K Monitor with 3840x2160 sizing conditions, btw).

on Jan 10, 2019

Im guessing you do not keep upto date with the info the Devs share. The UI is getting a complete overhaul for the next expansion.

on Jan 10, 2019

Oh.. good news then.
Let's hope it doesn't break some of the GFX work i've already created for that XC-AL mod though.   

I really don't want to lose all of the current design concepts like this FG style for the Aquatic factions. It just has to workaround the default HUD calibration to fit details in some tight corners instead of relying on the indirect "Movies" system to squeeze onto diplomatic components for example.


Or even this cool custom stuff for the X-Com:Enemy Unknown (by Firaxis) Outsiders & many (15) other Aliens!

https://postimg.cc/kBGVypr3


The Interaction/Trade screen needs special attention for sure.
Let's see what happens.

on Jan 10, 2019

--

So far so good!