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It is not an easy thing to do. The number of segments isn't designed to be anything other than 16, so there's a number of places that expect it without at the least redefining a bunch of game behavior. I was actually looking at doing this last night, and just resorted to changing the seg_time. I think 24 is a better number than 16, especially with a day with 3 distinct phases. 24 has factors of 2 and 3, so it can be divided nicely. Plus the obvious advantage of being the clock we use. If you were to change the display (IE: change segments to be a flat color instead of alternating, and overlay a 24 segment mask on the clock) and made sure to enforce that day/dusk/night transitions would only happen on hours that were multiples of 3, you could maybe get away with it. The system would still have a clock that technically had 16 segments, but it would be partitioned into 24 wedges.The only issue with that I see is that it would be a bit counterintuitive, and the clocktick event would happen every hour and a half instead of every hour.

lol :) Between my last post and reading yours i did pretty much what you described (common sense i guess) but i probably did it in the least graceful way possible...

post-43997-13764595204679_thumb.png

[i piggybacked my code on top of HF's dawnbreak mod (changed a few values)...cause i love it and otherwise i would have broken it..it will probably break anything else that comes in contact with, but its a point where i can call it quits (although i am sure i will have to mess with it again due to RPG hud) without feeling it was a complete (:keyword) waste of time...]

[e]I will try altering the clock_rim and clock_hand , hoping that i can create something that looks remotely like this post-43997-13764595278023_thumb.jpg...hopefully it will look better[e]

Edited by dw420
corrected a few details so ppl who try to follow on my footsteps dont get confused

Sorry to be a constant annoyance....but does anyone know how i can manipulate the size and position of the Day 1 / World 1 overlay message from on top of the clock to somewhere else? It kinda obstructs the clock and its a huge bummer because i feel it looks pretty awesome even when half-done(plus it would help me with working on further clock skins if i can actually see the clock)post-43997-1376459527966_thumb.png :/ [the eye is probably going to become a spider...and the flesh on the dial its web...]Ps. The reason i'm not posting these questions into separate threads is because i presume that they are basic, and as such are in the scope of this thread :)

Edited by dw420

[MENTION=43997]dw420[/MENTION]If you look at scripts\widgets\statusdisplays.lua:298 you'll see a commented out line that says self.text:SetPosition(0,30/self.base_scale,0)If you uncomment that and change the value, I expect it will change the position of the text display on the clock. Working with widgets in this way is not trivial through modmain.lua, so you're probably best to just override scripts/widgets/statusdisplays.lua (if that isn't what you're already doing to change the skins)

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