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Updated: 03/11/24 03:35 AM
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Compatibility:
Scions of Ithelia (9.3.0)
Endless Archive (9.2.5)
base-game patch (9.1.5)
Necrom (9.0.0)
Scribes of Fate (8.3.5)
Firesong (8.2.5)
Lost Depths (8.1.5)
High Isle (8.0.0)
Updated:03/11/24 03:35 AM
Created:03/15/15 04:13 AM
Monthly downloads:155
Total downloads:15,515
Favorites:54
MD5:
Categories:Developer Utilities, UI Media
9.3.0
Circonians TextureIt  Popular! (More than 5000 hits)
Version: 2024031100 - 101041
by: Baertram, IceHeart, Masteroshi430
Over 74,000 Game Textures!

What does it do?
- It displays game textures !
- This Add-on is primarily used by other Add-On Developers; If you're just playing the game, you probably don't need this, but thanks for visiting!



Features
  • It displays game textures :P
  • New Menu Setting Options: Start Hidden, Show/Hide Tooltips, Show/Hide Info Messages
    - Dependency: LibAddonMenu (v2.0): You must install this separately!! (But most people already have it, anyway - Thanks @sirinsidiator )
    - You can get LibAddonMenu2.0 here
  • When you select a texture from the window the texture path is automatically put into an edit box at the top of the screen & selected for you. You can then push cntrl+c to copy the texture path (if you do anything else in between, the edit box may loose focus & wont copy).
  • If the edit box loses focus, you can click on it to select the texture path for copying.
  • You can toggle between the actual texture file dimensions or a resizable mode which will allow you to change the size of the texture, so you can see what it would look like if you wanted to enlarge it or shrink it down.
  • You can toggle the backdrop behind the texture.
  • Shows the actual texture file dimensions & the current texture file dimensions at the top of the window (current texture file dimensions are used for when you resize it you can tell what size it is).
  • You can manually type a texture path into the edit box & hit enter to display the texture in the texture window.
  • You can type a string in the edit box to search for textures with that string in their name. DO NOT INCLUDE FILE PATHS or .DDS if you're trying to search or it will attempt to display the texture you typed.
  • You can animate the texture as an ANIMATION_TEXTURE.
  • Set a keybind to toggle show/hide all windows.
  • Updated treepath, including new splitting on texturenames, simplifies very long lists and reduces the tree crash issue.
  • All tree paths are now created dynamically.
  • Additional background modes to improve visibility
  • Slash Command -- Added a slash command: /textureit (or you can use /texit too) to toggle the window visibility
  • Added a Search Option! You can now type a short string of text in the edit box to search for a texture with that text in its texture name. DO NOT INCLUDE FILE PATHS OR .DDS
  • *Note: If you type a string in the edit box ending with .dds it will attempt to display the texture you've typed. If you want to search for a texture do not include file path or .dds
  • Added an option to animate the textures.
  • Added a bindable hotkey to toggle show/hide all windows.

Known Issues
- The Scrolling of the Textures tree will occasionally 'jump': The ZOS scrolling tree functionality is convoluted and not well documented: need more research; Hopefully will resolve in a future update.
- The Tree can still become unresponsive if you have way too many branches open (more than ~ 2k end nodes expanded). This is a limitation of the tree control and we cannot do anything about it, but the newer treepath functionality greatly reduces chances of this so that most users would never see the issue.

Special Thanks
  • To the Add-on Developer Community overall, and in particular, to @Baertram, @Dolgubon and @Sirinsidiator for their help and hand-holding as I created this new version 0.9.x
  • Extra Special Thanks to DaveH @UESP for his help updating the ESOExtract utility so it generates a simpler, lua-style extract for version 0.9.2020.0916.
You all Rock!


How to Update the Textures List?

New way (by Masteroshi430 - 2022-02-20
How To extract and update the textures list with a new ESO release: (the @Masteroshi430 way)

needed :
Black book browser https://www.esoui.com/downloads/info2532-BlackBookBrowser.html
Notepad++ https://notepad-plus-plus.org/downloads/

**** LET'S GO ****

Black book browser:
select game\client\game.mnf file and depot\eso.mnf folders
search for .dds files in the top of the left column
click "save results" at the bottom of the left column

Notepad++:
edit the searchresults.txt file to remove the three first lines that aren't dds file paths, note: 3 similar lines are also in the middle of the file, remove them as well
replace (search > replace) all .dds by .dds',
replace all /art/fx/ by [1]='/art/fx/
replace all /art/maps/ by [1]='/art/maps/
replace all /esoui/art/ by [1]='/esoui/art/
add [1]=' at the beginning of the last line (/resources/props/) (can be in the middle of the file too)

search for .dds',.dds', and replace it to .dds'

*let's increment the table index numbers*
Place your text cursor to the top left corner of the 1 column.
In scroll bar on right side, drag the thumb to scroll to other end of the file.
Alt + Shift + Left-click into the bottom right corner of the 1 column. (that selects the entire column of 1)
Edit > column editor
select Number to insert
initial number: 1
Increase by: 1
press ok

insert the begining and the end of Textureit/core/TextureIt_TexturePaths.lua (it's faster to do it that way)

rename your searchresults.txt to TextureIt_TexturePaths.lua and replace it in the addon folder (in the Textureit/core/ folder)


Old way (by Circonian/IceHeart/Baertram before 2023):
For a full description of how to update the textures list, see the addon itself, at:
TextureIt/core/TextureIt_TexturePaths.lua

-- This file contains the texture paths of all .dds textures of the vanilla game.
-- The texture paths have been extracted from the MFS Game and MFS Depot tables (see your ESO installation directory) and
-- were copied to a simple excel spreadsheet -> See included file "texture_path_helper.xlsx"
-- which produces the surrounding [<tableIndex>] = "<texture path string>", lua string by excel formulas.
-- You need to copy the results to the table TextureIt.LoadPaths = { <copy data here> } below afterwards!
--
-------------------------------------------------------------------
-- HowTo get the .dds texture paths from the game's *.mnf files:
-------------------------------------------------------------------
-- Use the addon tool EsoBlack Book Browser: https://www.esoui.com/downloads/info2532-BlackBookBrowser.html
-- Scan the mnf files for game and depot, click on the top folder of both files then and enter .dds at the searhc box to filter the left
-- side to show .dds files only. After that use the button at the bottom left "Save results" to only save the .dds files found to a txt file.
-- Search and replace regex ^/ with ^\"/ (to add the leading " before the file path) and without regex: .dds replace with .dds",
-- You only need to add the leading tale indices then if the game still crashes without the indices added explicitly.
-------------------------------------------------------------------
-- Another apporach to extract the .dds file names from the game's *.mnf files:
-- Credits to the folks at UESP for the 'ESOExtractData' utility.
-- https://en.uesp.net/wiki/Online:EsoExtractData
-- https://www.esoui.com/downloads/info1258-EsoExtractData.html
-- >If you want to extract the data this way you can read the file /TextureIt/doc/How_to_Update_textures.txt for more details
-------------------------------------------------------------------

-- ***
-- Oddly enough, the game crashes if the table indexes are removed! So you MUST add the [<table index>] = up in front!

TextureIt.LoadPaths = {
[1]='/art/fx/texture/3trailslines.dds',
[2]='/art/fx/texture/angofwrithingvines.dds',
...
}
v2024031100 - API 101041 LIVE -- Masteroshi430
- Updated texture paths for LIVE
- Number of texture paths ported to: 84037

v2024012900 - API 101041 PTS -- Masteroshi430
- Bumped API to 101041
- Updated texture paths for PTS
- Number of texture paths ported to: 84028
(of course new textures will be only visible on 101041 PTS or LIVE, not on the current 101040 LIVE)

v2023103000 - API 101040 LIVE -- Masteroshi430
- Updated texture paths for LIVE
- Number of texture paths ported to: 82667

v2023091800 - API 101040 PTS -- Masteroshi430
- Bumped API to 101040
- Number of texture paths ported to: 82552
(of course textures will be only visible on 101040 PTS or LIVE, not on the current 101039 LIVE)

v2023082100 - API 101039 LIVE -- Masteroshi430
- Updated texture paths for LIVE

v2023071000 - API 101039 PTS -- Masteroshi430
- Bumped API to 101039
- Number of texture paths ported to: 80892
(of course textures will be only visible on 101039 PTS or LIVE, not on the current 101038 LIVE)

v2023060500 - API 101038 LIVE -- Masteroshi430
- Updated texture paths for LIVE

v2023041700 - API 101038 PTS -- Masteroshi430
- Bumped API to 101038
- Number of texture paths ported to: 79932
(of course textures will be only visible on 101038 PTS or LIVE, not on the current 101037 LIVE)

v2023031301 - API 101037 LIVE -- Masteroshi430
- Fixed the same typos than last time
- Updated the second "How to" in the doc folder to avoid these typos
- Updated the addon page for the same reason

v2023031300 - API 101037 LIVE -- Masteroshi430
- Updated to 101037 LIVE to check
- Number of texture paths is still 77469

v2023022100 - API 101037 PTS -- Masteroshi430
- Fixed 2 typos in the texture paths of previous update (sorry for that)

v2023022000 - API 101037 PTS -- Masteroshi430
- Number of texture paths ported to: 77469
- Bumped API to 101037
- Added a second (faster) "How to" in the docs


-----------------------Updated by Baetram----------------------------------------
v2022071400 - API 101035 -- Baertram
-Updated API version
New textures of API101032 - API101035 were added
-> Textures recently added with PTS API101035 will ONLY work on the PTS until 101035 is set live!
-Removed /doc/devnotes as the changelog shows the same
-Renamed file TextureIt_TexturePaths_API<number>.lua to TextureIt_TexturePaths.lua
-The API version used to extract the .dds files will be shown within the addon version now (at the end) and the addon version will be the date YYYYMMDD the files were updated
-Added more detailed instructions how to update the textures to he addon description and file /TextureIt/core/TextureIt_TexturePaths.lua
-Added a helper excel spreadsheet "texture_path_helper.xlsx" to format the extracted .dds file paths to the needed lua table index code. The excel column C uses an excel formular bsed on column a (table index, unique, incremeted by 1 for each line) and column b (extracted .dds clean texture path) and will provide the [<table index>]='<texture path .dds>', lua table string
You need to copy column C of the excel spreadsheet to the file /TextureIt/core/TextureIt_TexturePaths.lua table TextureIt.LoadPaths = { <copy here> }.
You may minify the lua code lines of teh table contents before by using e.g. https://mothereff.in/lua-minifier


v 08.2021.2600 -- Baertram
-Updated API version
New textures of API101031 were added

v 07.2021.0754 -- Baertram
-Updated API version
New textures of API100035 were added -> Many thanks to Klingo!

-----------------------Updated by Baetram----------------------------------------
v 09.2020.0916 -- Baertram
-Fixed ZO_Object usage
-Updated API version
No new textures were added, still on API100032!

-----------------------Updated by IceHeart----------------------------------------
v 09.2020.0916 -- IceHeart

- Updated textures to 100032 'Stonethorn';
- Texture extraction done with EsoExtractData v0.41?beta (Daveh/uesp), optimized for lua format
- Minor correction on switch & calculation for real size vs viewpoet size
- Minor updates to RU translation strings (Thanks zelenin)

*** Known Issues
* The Tree scroll list is still misbehaving:
- When opening a relatively large list, it will reposition the 'current' node to something else, usually far below
- The logic to recalculate the size of the scroll list is convoluted and requires more research. Will try to do that on a future release


---------------------------------
v 09.2020.0110 -- IceHeart

*** Minor Changes - User
- Added 'Menu Settings' to allow some simple options: info messages, start hidden, tooltips
- *** New Dependency: LibAddonMenu2
- Figured most people do have the LibAddonMenu2 anyway; This is NOT included and you have to install separately
- see: https://www.esoui.com/downloads/info7-LibAddonMenu.html
- Updated DE language strings (Baertram)
- Increased size of Result path area for better visibility, since some textures have rather long paths
- Minor UI adjustment/sizes for better readability with other languages
- Added simple guide to update the Textures for any new release at /doc/How_to_Update_textures.txt

*** Minor Changes - Developer
- Reworked/reenabled SaveVars to save Menu Settings
- Fix for first load bug (Baertram)
- Update to use direct String Ids in XML (Baertram)

---------------------------------
v 09.2020.0107 -- IceHeart
For this version...

*** Major Changes - User
* Updated Textures to 10029

* Simplified upload, Dynamic creation of Textures Table Structure:
- Textures table does not need to have the structure anymore; The structure is created dynamically now, based on the simple paths for each texture.
-- Note that, attempting to remove the simple indexes ([1] = "foo.dds", into just "foo.dds" ) resulted in ESO crashing, unknown reason.
So I am (temporarily ?) keeping the indexes, since they are simple enough to add in a spreadsheet, without having to create the full structure, which was the main intent.
-- The original TEXTUREIT_TEXTURES table has been renamed and placed under the global namespace, at TextureIt.LoadPaths

* Addition of 'subpaths', on underscore '_' to support paths with large number of textures
- Some sections with large number of textures (eg.: 10028:/esoui/art/icons has 20,445) would crash, because the tree control cant handle such large lists.
- Tried to do this either alphabetically, or by 'pages' by X number of items, but it was unsatisfactory and still had crashes.
- Introduced splitting the path on underscores '_', which already exist in the path, and are a natural way of organizing based on the way ZOS (mostly) names the textures anyway
- Introduced a 2ndary, lowercase navigation header, with a +/- instead of a twirly arrow, for these types
- Note that the tree control can *still* crash if too many branches are open totaling more than (apx.) 2000 items, but this approach should minimize that

*To EXTRACT The textures List:
(for a full description of how to update the textures list, see the addon itself, at:
TextureIt\doc\How_to_Update_textures.txt)


- Use ESOExtract data from: https://www.esoui.com/downloads/info1258-EsoExtractData.html
- Extract the two ZOSFT mnf files, "game" and "depot" :
.\EsoExtractData "<game install path>\Zenimax Online\The Elder Scrolls Online\game\client\game.mnf" -z F:\ESOEX\zosft_clientgame.txt
.\EsoExtractData "<game install path>\Zenimax Online\The Elder Scrolls Online\depot\eso.mnf" -z F:\ESOEX\zosft_depoteso.txt
- Merge the two files into a single text-based CSV file
- Use an spreadsheet (Excel, Open Office) to masage the file, remove columns, remove non-dds files and generally, create the final format
[rownumber] = "path",

*** Minor changes - User/QoL
- Added checkbox for Actual size to see really what mode you are on
- Added a 3rd label to show 'original' texture size, vs current size, vs viewport size
- Added a 3rd backdrop 'mode' so the viewport backdrop goes base black, white, transparent/hidden, etc to help with contrasts
- Added Show tips & checkbox to toggle Tooltips
- Minor repositioning, fonts etc of some controls

*** Major changes - Developer / Internal
- Documented all (most?) functions
- Added notes/documented UI elements/controls
- Renamed/standardized names of all UI elements (perhaps unneeded, yes, it simply helped 'me' to understand things)
- Renamed/standardized names of all UI functions, corresponding to UI elements (see above :P)
- Reorganized functions under global TextureIt or TextureIt.UI or object so no loose global functions

*** Minor changes - Internal
- Moved disclaimer.dds from folder 'Textures' to 'assets'

*** Known Issues
* The Tree scroll list is still misbehaving:
- When opening a relatively large list, it will reposition the 'current' node to something else, usually far below
- The logic to recalculate the size of the scroll list is convoluted and requires more research. Will try to do that on a future release


-----------------------Updated by Baertram----------------------------------------
Version 0.85 --

Updated textures and fixed textures (imported list of icons was wrong)
Version 0.84 --

API Update + updated textures

Version 0.82 --

API Update + updated textures
Textures are sorted alphabetically now and there is a new subfolder for each letter of the alphabet, inside the texture folders. Textures are sorted into these subfolders to split the big size texture folders up.

The icon folder still got 2 subfolders with >3600 and >4300 entries. Please wait after opening them as it will take some time, but the client won't crash anymore.

The count of textures inside the folders is shown with a visual hint (color) now too.
<= 100 entries = white
> 100 and <= 500 yellow
> 500 red


Added language support. Included are EN and DE so far.
Version 0.81 --

API Update + updated textures + fix for the "icons" textures. They are split into 500er packages now
Version 0.8 --

Fix for the search function
Thanks to Mitsarugi and Votan!
Version 0.7 --

API Update
Added API 100017 textures
Version 0.6 --

API Update
Added API 100016 textures (and all missing from before)
Added a shorter keybind /texit to toggle the TextureIt window's show state
Version 0.5 --

API Update
Added Wrothgar gear icons
If you are missing other textures send me PM with the texture paths please and I'll add them!
Version 0.4 --

API Update No changes, just an API update
Version 0.3--

X - Close button -- Added an X button to close the TextureIt window
Slash Command -- Added a slash command: /textureit to toggle the window visibility
Version 0.27--
  • Added more textures, thanks those who ran my TextureFinder addon & all others who contributed....There are now more textures than you'll ever want to look at.
  • All tree nodes are now populated populated on demand, when the header node is opened. It speeds up things considerably. No more lag.
  • Added a Search Option! You can now type a short string of text in the edit box to search for a texture with that text in its texture name. DO NOT INCLUDE FILE PATHS OR .DDS
  • *Note: If you type a string in the edit box ending with .dds it will attempt to display the texture you've typed. If you want to search for a texture do not include file path or .dds
  • Added an option to animate the textures.
  • Added a bindable hotkey to toggle show/hide all windows.
TIP: If you don't want to see the tooltips (they annoy me) set SHOW_TOOLTIPS = false in the TextureIt.lua code file, line 9. But I suggest you at least read them once so you know how it all works! I was to lazy to create a entire settings menu for one setting.
Optional Files (0)


Archived Files (31)
File Name
Version
Size
Uploader
Date
2024012900 - 10
815kB
Masteroshi430
01/29/24 01:41 PM
2023103000 - 10
805kB
Masteroshi430
10/30/23 04:13 AM
2023091800 - 10
803kB
Masteroshi430
09/18/23 10:10 AM
2023082100 - 10
788kB
Masteroshi430
08/21/23 03:48 AM
2023071000 - 10
787kB
Masteroshi430
07/10/23 03:59 PM
2023060500 - 10
777kB
Masteroshi430
06/05/23 01:31 AM
2023060500 - 10
777kB
Masteroshi430
06/05/23 01:19 AM
2023041700 - 10
777kB
Masteroshi430
04/17/23 12:50 PM
2023041700 - 10
777kB
Masteroshi430
04/17/23 09:50 AM
2023031301 - 10
758kB
Masteroshi430
03/13/23 07:00 AM
2023031300 - 10
758kB
Masteroshi430
03/13/23 04:02 AM
2023022100 - 10
758kB
Baertram
02/21/23 07:01 AM
2023022000 - 10
758kB
Masteroshi430
02/20/23 05:56 AM
2022071400 - 10
714kB
Baertram
07/14/22 10:42 AM
08.2021.2600
758kB
Baertram
08/26/21 10:01 AM
07.2021.0754
750kB
Baertram
07/19/21 12:02 AM
0.9.2020.1103
3MB
Baertram
11/03/20 04:17 PM
0.9.2020.0816
1MB
IceHeart
09/17/20 04:32 AM
0.9.2020.0110
2MB
IceHeart
01/13/20 11:18 PM
0.85
784kB
IceHeart
01/22/18 12:48 PM
0.84
780kB
Baertram
10/29/17 11:35 AM
0.82
585kB
Baertram
09/18/17 08:08 AM
0.81
389kB
Baertram
03/02/17 08:14 AM
0.8
289kB
Baertram
10/09/16 10:01 AM
0.7
289kB
Baertram
09/04/16 01:36 PM
0.6
265kB
Baertram
08/03/16 11:46 AM
0.5
179kB
Baertram
04/24/16 06:07 AM
0.4
193kB
circonian
11/03/15 03:22 PM
0.3
193kB
circonian
03/27/15 04:23 PM
0.2
193kB
circonian
03/20/15 11:22 PM
0.1
37kB
circonian
03/15/15 04:13 AM


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Unread 03/15/15, 06:51 AM  
Garkin
 
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Forum posts: 832
File comments: 1097
Uploads: 33
Texture animation

Can you add an option to show texture as animation?

For example this is texture animation:


In Lua you will need something like this:
Lua Code:
  1. local numCellsWide = 16
  2. local numCellsHigh = 1
  3.  
  4. local animation, timeline = CreateSimpleAnimation(ANIMATION_TEXTURE, animatedControl)
  5. timeline:SetPlaybackType(ANIMATION_PLAYBACK_LOOP, LOOP_INDEFINITELY)
  6.  
  7. animation:SetImageData(numCellWide, numCellHigh)
  8. animation:SetFramerate(32)
  9.  
  10. timeline:PlayFromStart()
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Unread 03/15/15, 07:14 AM  
circonian
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Forum posts: 613
File comments: 804
Uploads: 27
Re: Texture animation

Originally Posted by Garkin
Can you add an option to show texture as animation?

In Lua you will need something like this:
Lua Code:
  1. local numCellsWide = 16
  2. local numCellsHigh = 1
  3.  
  4. local animation, timeline = CreateSimpleAnimation(ANIMATION_TEXTURE, animatedControl)
  5. timeline:SetPlaybackType(ANIMATION_PLAYBACK_LOOP, LOOP_INDEFINITELY)
  6.  
  7. animation:SetImageData(numCellWide, numCellHigh)
  8. animation:SetFramerate(32)
  9.  
  10. timeline:PlayFromStart()
I can add it, but I'm not familiar with SetImageData:
  1. What does SetImageData(..) do?
  2. What are these for: numCellsWide & numCellsHigh Will they change based on texture dimensions? Or will they always be the same?
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Unread 03/15/15, 07:59 AM  
Garkin
 
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Forum posts: 832
File comments: 1097
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Re: Re: Texture animation

Originally Posted by circonian
Originally Posted by Garkin
Can you add an option to show texture as animation?

In Lua you will need something like this:
Lua Code:
  1. local numCellsWide = 16
  2. local numCellsHigh = 1
  3.  
  4. local animation, timeline = CreateSimpleAnimation(ANIMATION_TEXTURE, animatedControl)
  5. timeline:SetPlaybackType(ANIMATION_PLAYBACK_LOOP, LOOP_INDEFINITELY)
  6.  
  7. animation:SetImageData(numCellWide, numCellHigh)
  8. animation:SetFramerate(32)
  9.  
  10. timeline:PlayFromStart()
I can add it, but I'm not familiar with SetImageData:
  1. What does SetImageData(..) do?
  2. What are these for: numCellsWide & numCellsHigh Will they change based on texture dimensions? Or will they always be the same?
On the screenshot you have posted is visible that texture animation has 16 cells in 1 row, so SetImageData(16, 1).
On this texture animation ("EsoUI/Art/Champion/champion_star_pulse.dds") is visible that grid has 4 columns (or cells per row) and 4 rows, so SetImageData(4, 4).
Last edited by Garkin : 03/15/15 at 08:03 AM.
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Unread 03/15/15, 10:29 AM  
Nolan Kotulan
 
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Hi Circonian,

Didn't try it already, but that's undoubtedly a great addon which will be really very useful.

Thanks a lot for your work!
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Unread 03/15/15, 05:18 PM  
circonian
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Re: Re: Re: Texture animation

Originally Posted by Garkin
On the screenshot you have posted is visible that texture animation has 16 cells in 1 row, so SetImageData(16, 1).
On this texture animation ("EsoUI/Art/Champion/champion_star_pulse.dds") is visible that grid has 4 columns (or cells per row) and 4 rows, so SetImageData(4, 4).
I get it...but there is no way to know how many cells wide or high to make the animation, by code, from the texture file path is there?
They wont all be the same, so what would you want me to do add some edit boxes you can manually type in cells wide & cells high, then click a button to animate it or something?
Last edited by circonian : 03/15/15 at 06:11 PM.
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Unread 03/15/15, 06:19 PM  
Garkin
 
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Re: Re: Re: Re: Texture animation

Originally Posted by circonian
Originally Posted by Garkin
On the screenshot you have posted is visible that texture animation has 16 cells in 1 row, so SetImageData(16, 1).
On this texture animation ("EsoUI/Art/Champion/champion_star_pulse.dds") is visible that grid has 4 columns (or cells per row) and 4 rows, so SetImageData(4, 4).
I get it...but there is no way to know how many cells wide or high to make the animation, by code, from the texture file path is there?
They wont all be the same, so what would you want me to do add some edit boxes you can manually type in cells wide & cells high, then click a button to animate it or something?
It would be probably easiest way how to do it. Something like button "Show as Animmation" which will show popup window with animation settings - width, height, framerate, start / stop button. And you can autofill values using something like:
Lua Code:
  1. local widthPixels, heightPixels = texture:GetTextureFileDimensions()
  2. local numCellsHigh = 1
  3. local numCellsWide = widthPixels / heightPixels
I'm perfectly fine if you don't want to add this feature. I was just asking because I had hard time when I have tried to find suitable animations for action button highlight.
Last edited by Garkin : 03/15/15 at 06:31 PM.
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Unread 03/15/15, 06:26 PM  
circonian
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Re: Re: Re: Re: Re: Texture animation

Originally Posted by Garkin
It would be probably easiest way how to do it. Something like button "Show as Animmation" which will show popup window with animation settings - width, height, framerate and maybe start / stop button.
I'm perfectly fine if you don't want to add this feature. I was just asking because I had hard time when I have tried to find suitable animations for action button highlight.
I can add it, it wont take much work. I've just never used the ANIMATION_TEXTURE before and since you had asking those questions just saved me a lot of time trying to figure it out.

EDIT: I am going to add this, but it will be a few days. I'm rewriting some stuff so it loads the nodes on demand instead of all at once when the addon loads. Its working, I just have one last problem to iron out. Thanks to Votan for the awesome idea!
Last edited by circonian : 03/17/15 at 09:05 PM.
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Unread 03/20/15, 11:34 PM  
Mitsarugi
 
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Any way to display Dungeon Textures?
Or close/open the window?
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Unread 03/20/15, 11:37 PM  
circonian
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Originally Posted by Mitsarugi
Any way to display Dungeon Textures?
Or close/open the window?
Open: Art -> Maps -> Whatever zone the dungeon is in -> Dungeon Name
** Theres no guarantee theres a map of everything and that is just my best guess at where I think the textures should be based on other map pathways.

You can set a keybind in controls -> Keybindings to show/hide all windows.

If you don't find what your looking for, I have another addon I wrote that can grab all of the the texture file paths for all active controls, including the maps when you open the worldmap. I could try to go hunt them down if I have access to the dungeon.
Last edited by circonian : 03/20/15 at 11:52 PM.
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Unread 03/20/15, 11:47 PM  
Baertram
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Great addon, how did I miss it until today??? Thanks for the tool.
I was still using HOW TextureViewer and wrote down the texture names manually

I feature I'd like to see, as keybindings get rare....
-Add a chat command to close the window please
-Or add a small [X] button at the main window to close it
Last edited by Baertram : 03/20/15 at 11:59 PM.
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Unread 03/21/15, 01:11 AM  
Mitsarugi
 
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Originally Posted by circonian
Originally Posted by Mitsarugi
Any way to display Dungeon Textures?
Or close/open the window?
Open: Art -> Maps -> Whatever zone the dungeon is in -> Dungeon Name
** Theres no guarantee theres a map of everything and that is just my best guess at where I think the textures should be based on other map pathways.

You can set a keybind in controls -> Keybindings to show/hide all windows.

If you don't find what your looking for, I have another addon I wrote that can grab all of the the texture file paths for all active controls, including the maps when you open the worldmap. I could try to go hunt them down if I have access to the dungeon.
Hmm did that get added in the update or did i miss it last time O.o?
Anyway thx i'll try it again
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Unread 03/21/15, 01:25 AM  
circonian
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Originally Posted by Mitsarugi
Hmm did that get added in the update or did i miss it last time O.o?
Anyway thx i'll try it again
Yes I just added the keybind, tons of new textures, & a few other things.
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Unread 03/21/15, 06:18 AM  
Mitsarugi
 
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Originally Posted by circonian
Originally Posted by Mitsarugi
Hmm did that get added in the update or did i miss it last time O.o?
Anyway thx i'll try it again
Yes I just added the keybind, tons of new textures, & a few other things.
Very Handy Thank you ^^
Enjoy a Sneak Peek for my next addon
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Unread 03/21/15, 03:07 PM  
circonian
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Originally Posted by Mitsarugi
Originally Posted by circonian
Originally Posted by Mitsarugi
Hmm did that get added in the update or did i miss it last time O.o?
Anyway thx i'll try it again
Yes I just added the keybind, tons of new textures, & a few other things.
Very Handy Thank you ^^
Enjoy a Sneak Peek for my next addon
I like the UI. Great job with the textures & layout, looks very nice !
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Unread 03/22/15, 05:22 PM  
Mitsarugi
 
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Really Thanks a lot for the addon speeds up my work a lot, altho i did find 5-6 missing maps so far, but great help so far
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