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Clock help, PLEASE!!!!

 
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RoadWarrior00



Joined: 22 Nov 2008
Posts: 36
Location: Everywhere, USA

PostPosted: Thu Apr 08, 2010 7:17 am    Post subject: Clock help, PLEASE!!!! Reply with quote

I've been trying for 2 days to try and figure out why I can't get the numeral .png's to show on clock I made.

I'm not sure which parts of clock.xml I need to change and what to enter.

I am pretty sure I need to change one or more of the lines with the following text. They are the correct ones, right?

<percent_rect>
<pixel_rect>


Problem is I don't know what each line is supposed to change.

Judging by looking at other themes it looks like the numbers to use for the "percent_rect" line are usually either 0, 50 or 100 but I have no idea what those numbers mean and how they affect placement. I'm assuming they are percentages of something, but don't know what and their purpose.

From what I can see, the "pixel_rect" line seems to be the main one that determines item placement, but for the life of me I can't seem to figure out what numbers need to be entered. I'm used to in Aston1 just entering the top-left and bottom-right X,Y coordinates to designate placement area, but that isn't working. I also see other themes using negative numbers on this line, but can't figure out why.

Would someone PLEASE explain to me the function of each of these lines and how determine correct information to enter.

Well, I was gonna post the .xml I'm working on on here, but can't upload XML's and all the code doesn't show when try to copy and past. If anyone would like to help but needs/wants the whole .xml, I can send it to them.


THANKS IN ADVANCE FOR ANY HELP!!!!

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DimPal



Joined: 03 Jul 2008
Posts: 12

PostPosted: Thu Apr 08, 2010 1:22 pm    Post subject: Reply with quote

Well, I hope you already read this:

http://www.astonshell.com/aston2/skinningtutorial/object_attributes.htm

available attributes in "percent_rect" and "pixel_rect" are: x, y, x2, y2

Explanation for "pixel_rect": it defines rect in pixels; for example, if
"percent_rect" was being set to {percent_rect x="0%" y="0%" x2="0%" y2="0%"/}, than orig point will be located in left top corner of place area.


Explanation for "percent_rect": it defines rectangle in percent units of place area rect. For example, if
"pixel_rect" was being set to {pixel_rect x="0" y="0" x2="0" y2="0"/}, than orig point will be located in left top corner of place area. So, for x-axis: left edge means 0%, right edge means 100%, center is 50%. Same way for y-axis.

P.S.: I used braces {}, instead of <> cause this forum incorrect work with it

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RoadWarrior00



Joined: 22 Nov 2008
Posts: 36
Location: Everywhere, USA

PostPosted: Thu Apr 08, 2010 8:14 pm    Post subject: Reply with quote

Thanks for the help!

Yes, I did go through the skinning manual and also watched the skinning videos but they weren't much help. I didn't see a detailed explanation of 'percent_rect' and 'pixel_rect', how they work and how to determine what to enter.

Also, although I appreciate the reply, your response isn't clear either. It sounds like your saying they both designate a point in the placement area. So, if you set them both to represent a point in the top left of area by placing '0' in each spot on both lines like you said in your explanation, wouldn't that be redundant and unnecessary?

I know when I enter '0' variable for all X,Y on the 'percent_rect' line of the clock background image and test theme, the clock background image is cut off along top of screen. It only shows about a quarter of the image. The only settings that seem to place the clock background correctly are using 100 for all X,Y variables on the 'percent_rect' line. Which is fine that I got it placed right, just wish I understood how it was using the variables to determine placement and why it cut off image when used 'o' or '50'.

Like I said though, the problem now is that I can't get it to place the clock number .png's correctly on top of the background. Heck, I can't even get them to where I can see them at all. I'm not positive I'm trying to change the correct lines or not, but I think I am. I'm adjusting the 'pixel & percent_rect' line just above where the number png image information is listed in clock.xml. Is that the correct ones I need to change?

Just so you know, here is some info about the clock skin I am trying to create.

The background image is a rectangle(200x58) with a 10 pixel semi-transparent border and a black center area where the numbers are supposed to be. The number .png images are 20x24.

In Aston1 it was simple to place backgrounds on screen and set placement of text, etc... on top of the background, but same principles don't seem to work in Aston2. In Aston1, to place a background in a certain location on screen you just entered the where you wanted the top left corner of the image to be placed from the top left corner of screen In other words, if you had a 1440x900 like I do and wanted the image to be set 100 pixels to the right and down, you would just enter 100 for X and Y, simple. Then to place another image or text on that background, you just stated the area you wanted it to be placed in by giving the X,Y for the top left and bottom right corners of the area on background image in relation to corner of background image. This doesn't seem to be the way it works in Aston2 though.

I need a detailed, easy to understand explanation of the principles behind determining what values to enter for proper placement in Aston2. I tried searching the web but all I got were links back to the Aston2 skinning manuals and tutorials that like I said, aren't very helpful because they mainly just quickly cover certain parts of the .xml's and don't provide detailed explanations of how to determine proper data to enter.

Someone should take EACH of the .XML's required for theme creation and do a line-by-line DETAILED explanation of each one and how to determine what values to enter. Granted this would take some time, but it would help those of us that have NO previous XML writing experience what these lines mean and do.

ANYWAY, THANKS AGAIN FOR YOUR HELP BUT I STILL DON'T UNDERSTAND HOW THIS WORKS!!! I NEED A MORE DETAILED EXPLANATION.

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krstatzar



Joined: 24 Feb 2005
Posts: 858

PostPosted: Thu Apr 08, 2010 9:12 pm    Post subject: Reply with quote

Look at several examples below, it is really easy but first steps are painful Wink

First example below, defined from the left side



17px from the left that is why x=17 plus 200px image width and that is why x2=217, 11px from the top that is why y=11 plus 100 height of the image that is why y2=111

Second , dead center, not possible in Aston1, this gives freedom to Aston2 regardless of screen resolution.



And the third




you use 0, 50 and 100 depending on your needs, if it is easier to define position from the left side use 0, from the right 100 and 50 for center.

In case of clock fonts I would suggest you to look at DJ theme, all the graphics are in clock subfolder and the place where you define position is



but this place is also important since it defines columns width



feel free to ask but I am encouraging you to keep trying Razz


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RoadWarrior00



Joined: 22 Nov 2008
Posts: 36
Location: Everywhere, USA

PostPosted: Fri Apr 09, 2010 12:19 am    Post subject: Reply with quote

Thanks Krstatzar, that helps!!! The theme I am trying to modify is your 'Crunch' theme. EXCELLENT theme by the way. I hope I can do work of this caliber one of these days.

I am trying to make a digital clock that matches the background of the 'resmon & weather' widgets, instead of the regular round analog clock you included. I managed to change the calender to match without too much trouble, but this clock is giving me trouble. I guess because I actually had to design a totally new background and numbers, so I have to try and figure out placement of everything from scratch.

So from what your saying, the 'pixel_rect' line works pretty much the same as in Aston1, correct? If so, then where I must be having trouble is putting correct/needed values on the 'percent_rect' line.

So since I currently have the background image 'percent_rect' values all set at 100, I conclude from what you have said that I need to enter values for its 'pixel_rect' line based on starting at top-right corner of screen and that I would need to use NEGATIVE values so that the image is placed out to the left of top-right of screen instead of to the right(which would result in image being off-screen). Is that correct?

As for the number placement, the values are determined based on dimensions of the clock background(same as in Aston1), correct? Or, do you now still set these variables from corner of screen like the background, and not based on background itself, like in Aston1?

As for the second place you mentioned where it is important to change the dimensions of the number png's, etc..., I had already found and changed those as needed. Only lines in that part I wasn't sure about what they did are the 'skin_font_text' X,Y lines, so I left them alone. Most themes I looked at seem to have these values set at 80 for X and 50 for Y .

Anyway, thanks again for all your help!! Hopefully I can figure this out now.

On a side note: Any idea when the talked about "Skinning Engine" will be finished and released? Guessing it will make all this a lot easier, I hope!!

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RoadWarrior00



Joined: 22 Nov 2008
Posts: 36
Location: Everywhere, USA

PostPosted: Fri Apr 09, 2010 4:07 am    Post subject: Reply with quote

OK, I figured out the problem with the numbers. I was changing the properties of the wrong lines.

I assumed the correct ones were the ones just above where the number .png files were listed. Turns out that is the wrong one. Have no idea what those are for now though. lol

The correct lines that fixed it were the 'skin_text percent & pixel_rect' lines. The one directly below where you specify the number .png's width & height that is at the beginning of the clock.xml file. I assumed that these were for if you were just gonna have computer generate the numbers using a specified text color, but apparently I was wrong.

Anyway, thanks for the help you guys!!! Now, let's see if I can figure out the rest of this stuff.

Krstatzar, if/when I get it changed up, can I send completed theme to you to check it out and so that you can post it if it meets your approval?

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krstatzar



Joined: 24 Feb 2005
Posts: 858

PostPosted: Fri Apr 09, 2010 8:08 pm    Post subject: Reply with quote

I am suggesting you to take a look at DJ theme again and use it as a reference. png files with numbers are easy to make even for a beginner.

Easiest way to do it is to find some neat font like on http://www.dafont.com/
install it, start Photoshop or whatever you use, type the numbers and stuff save it as png and there you go Smile

Once you are done with your theme go to
http://www.astonshell.com/upload/
and submit your work.

If you want us to check it before that upload it to some free file hosting places and post link here so we can check it out.

Would be nice to have more skinners around Smile


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RoadWarrior00



Joined: 22 Nov 2008
Posts: 36
Location: Everywhere, USA

PostPosted: Sat Apr 10, 2010 1:11 am    Post subject: Reply with quote

Here's a link to the theme with my modifications. Hope you think OK!

http://roadwarrior00.deviantart.com/art/Crunch-Mod-160180547

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krstatzar



Joined: 24 Feb 2005
Posts: 858

PostPosted: Sat Apr 10, 2010 8:42 am    Post subject: Reply with quote

Good start!
Nice clock, that gray progress is not that visible, lighter background of progress bar would solve the problem. Solid recycle skin modification, excellent wallpaper maybe you should experiment with those spectre colors in the back an use some of them in the widgets.
Keep playing Smile I think you are catching on fast


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RoadWarrior00



Joined: 22 Nov 2008
Posts: 36
Location: Everywhere, USA

PostPosted: Mon Apr 12, 2010 12:23 am    Post subject: Reply with quote

krstatzar wrote:
Good start!
Nice clock, that gray progress is not that visible, lighter background of progress bar would solve the problem. Solid recycle skin modification, excellent wallpaper maybe you should experiment with those spectre colors in the back an use some of them in the widgets.
Keep playing Smile I think you are catching on fast


THANKS!!!

Yes, I may lighten the progress bar background a little more.

As for using some of the colors from wallpaper on widgets, my goal was to make them as consistent & neutral as possible so adding color would be counterproductive to what I was trying to accomplish. Nevertheless, I appreciate your input and comments.

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