22-08-16, 13:45 | #1 |
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TRNG – Your own NGLE buttons
Made using TRNG 1.2.2.7.+
What is that panel with buttons over NGLE? Are there new buttons for NGLE? Yes, there are. But those buttons are made by YOU. Those buttons are NGLE parts (mostly buttons, dropdown menu commands and keys) which are also available in that panel. And why is it useful, first of all?
The button panel will pop up automatically when NGLE starts. As you see in the image above, you can separate the buttons from each other, grouping them into different sections. For examples, you have a section for the buttons of editing textures, and another one for the buttons of the procedures with objects. Notes:
The look and contents of the button table You need a TXT file with the name of ButtonsWindow in the main folder of the Level Editor. This TXT contains the contents and look of your actual button panel. Note: If you have a button duplicated unnecessarily in the bottom of the table then the reason probably is you have an unnecessary empty row in the bottom of the TXT. For the main parameters, type these commands: @COLUMNS:X The button amount in each row is X. (For example, if you have 6 buttons in a section, but you can have 4 buttons in each row, then the section will have 2 rows: 4 buttons in the first one and 2 buttons in the second one. The 3rd and 4th button position of the second row is empty, filled by only the row black background color). @TITLE:X The name of the table printed in its main title bar is X. @BUTTON_WIDTH:X The width of each button is X pixels. (The table width is generated by the button width multiplied by the button amount per row.) @BUTTON_HEIGHT:X The height of each row is X pixels. (The table height is generated by the button height multiplied by the row amount of the table.) @BACK_COLOR:$BBGGRR BB-blue, GG-green, RR-red, they are hexadecimal color codes. (For example, using 123 for the red color in the 0-255 color scale, the hexadecimal version of 123 is 7B. – Use eg. your Windows calculator to turn a decimal number into hexadecimal.) This BGR (not RGB!) background color will be used for each sub title bar or info box where the background color isn’t defined for that bar or info box. (See more below.). The empty row background color is always black. (See @Columns command to understand when you can encounter an empty row.) The button background color is always light grey. @FORE_COLOR:$ BBGGRR BB-blue, GG-green, RR-red, they are hexadecimal color codes. This BGR (not RGB!) font color will be used for each sub title bar or info box where the font color isn’t defined for that bar or info box. (See more below.) The button font color is always black. @FONT:W:X:Y:Z W can be:
Y: font height (font width has always a constant ratio to that, approximately 60 %.) Z: font thickness (recommended between 100 and 900) Note: You can’t have more than 512 characters typed in any TXT command. Sections and their titles: You can insets rows with some special information between the buttons, to separate buttons into different sections. These rows are the sub title bars, because they should be used first of all as the title bar of the section below it. Type a #R command for each bar: #R:W:Y:Z W: the text you want to see in this bar (i.e. the section title) Y: the background color of this bar (optional) Z: the font color of this bar (optional) Buttons: Type a #B command for each button: #B:W=X W: the original button name X: the button name you want to see in this button table, maximum 79 characters (optional, if you want to change the original name on the button) Note: Buttons with on/off status (like Lighting) won’t look as buttons in the button table. They will look as options you can check or uncheck. If you want a button without a real name, then type a #P command for each button: #P:W=X W: the button code X: the button name you want to see in this button table, maximum 79 characters (optional, if you want to change the button code on the button) “Without a real name” means, for example, many button has only a Sign + as a name, so a + for the name won’t really identify the button. That is why those buttons will get these codes (I don't think they need to be explained. Codes named “Number” are for the windows that pop up when you click on the little boxes between the buttons):
TINT_RED+ TINT_RED- TINT_RED_NUMBER TINT_GREEN+ TINT_GREEN- TINT_GREEN_NUMBER TINT_BLUE+ TINT_BLUE- TINT_BLUE_NUMBER OBJECT+ OBJECT- OBJECT_NAME
AMBIENCE_RED+ AMBIENCE_RED- AMBIENCE_RED_NUMBER AMBIENCE_GREEN+ AMBIENCE_GREEN- AMBIENCE_GREEN_NUMBER AMBIENCE_BLUE+ AMBIENCE_BLUE- AMBIENCE_BLUE_NUMBER LIGHT_X+ LIGHT_X- LIGHT_X_NUMBER LIGHT_Y+ LIGHT_Y- LIGHT_Y_NUMBER LIGHT_LEN+ LIGHT_LEN- LIGHT_LEN_NUMBER LIGHT_CUT+ LIGHT_CUT- LIGHT_CUT_NUMBER LIGHT_INT+ LIGHT_INT- LIGHT_INT_NUMBER LIGHT_OUT+ LIGHT_OUT- LIGHT_OUT_NUMBER LIGHT_IN+ LIGHT_IN- LIGHT_IN_NUMBER COLOUR_RED+ COLOUR_RED- COLOUR_RED_NUMBER COLOUR_GREEN+ COLOUR_GREEN- COLOUR_GREEN_NUMBER COLOUR_BLUE+ COLOUR_BLUE- COLOUR_BLUE_NUMBER Note: Some buttons don’t have any name on it - like the magenta button to place triggers. In their cases the code is the X-Y coordinate (in brackets) of the upper left corner of the button. – It is (265,412) in the case of the magenta button. (This coordinate must be calculated in the way when you used ALT+ENTER to open NGLE on the whole screen.) If you don’t know how to find the coordinates, then see the Get Screen Frames tool in NG Center/Tools. If you want a button for a command of the dropdown menu, then type a #M command for each button: #M:W=X W: the original command name X: the button name you want to see in this button table, maximum 79 characters (optional, if you want to change the command name on the button) Note: There are differences between the original names of the classic, TRLE menu commands and the new, TRNG menu commands. You need to avoid the shortcut keys in the original name of the TRLE buttons, but you need to add them in the original names of the TRNG buttons. For example, Center command is an old command, with SHIFT+C shortcut, the original name is “Center” now. But, for example, Pyramid Floor is a new command, with CTRL+F5 shortcut, the original name is “Pyramid Floor CTRL F5” now. (Yes, without Sign + between CTRL and F5, you need only one space between them.) New commands are:
Where you can’t see a shortcut typed in the menus, then you naturally never need to type a shortcut in the TXT. If you want a button for a key command, then type a #K command for each button: #K:W=X W: hexadecimal code X: the button name you want to see in this button table, maximum 79 characters (optional, if you want to change the hexadecimal code on the button) The hexadecimal code of the key is which you can see in NG Center/References/Keyboard Scancodes List. - For example, $14 is the code of the T key. Further codes are for key combinations: $8: ALT $4: CTRL $2: (left) SHIFT $1: right SHIFT In the case of key combinations, type the codes after each other. For example, SHIFT ($2)+F1 ($3B)= $23B. Notes:
Info box: Type a #F command if you want to see the infobox in the button table: #F:W=X:Y:Z W: type always INFO_BOX here. X: for example, if you type 2 here, then you will see only the first 2 rows of the original info box Y: the background color (optional) Z: the font color (optional) Notes:
Color palette: Type a #C command if you want to see the first 15 colors of the color palette in the button table (always filling only one row): #C:W W: type always COLOR_PALETTE here. Example#1 Note: Empty rows in the TXT are not important, only made for the better separation. @COLUMNS:4 @TITLE:Menu and Keyboard Shortcuts @BUTTON_WIDTH:116 @BUTTON_HEIGHT:16 @FONT:BUTTONS:Ms Sans Serif:9:100 @FONT:FRAMES:Ms Sans Serif:9:100 @FONT:ROWS:Arial:15:400 #R:SHAPES (On selected zone with arrows):$FF0000:$FFFFFF #M:Smooth Slope Floor CTRL F1=Slope Floor #M:Smooth Slope Ceiling CTRL F3=Slope Ceiling #M:Stepped Slope Floor CTRL F2=Staircase Floor #M:Stepped Slope Ceiling CTRL F4=Staircase Ceiling #M:Random Smooth Floor Up ALT 1=Random Floor UP #M:Random Smooth Floor Down ALT 2=Random Floor DOWN #M:Random Smooth Ceiling Up ALT 3=Random Ceil UP #M:Random Smooth Ceiling Down ALT 4=Random Ceil DOWN #M:Pyramid Floor CTRL F5=Pyramid Floor #M:Inverse Pyramid Floor CTRL F6=Inv. Pyramid Floor #M:Pyramid Ceiling CTRL F7=Pyramid Ceiling #M:Inverse Pyramid Ceiling CTRL F8=Inv. Pyramid Ceil #M:Bend Floor CTRL 1=Bend Floor #M:Inverse Bend Floor CTRL 2=Inv. Bend Floor #M:Bend Ceiling CTRL 3=Bend Ceiling #M:Inverse Bend Ceiling CTRL 4=Inv. Bend Ceiling #M: Dome Floor CTRL 5=Dome Floor #M:Inverse Dome Floor CTRL 6=Inv. Dome Floor #M: Dome Ceiling CTRL 7=Dome Ceiling #M:Inverse Dome Ceiling CTRL 8=Inv. Dome Ceiling #R:GRIDS (On Selected Wall):$FF0000:$FFFFFF #K:$0010=Floor1 UP #K:$001E=Floor1 DOWN #K:$0012=Floor2 UP #K:$0020=Floor2 DOWN #K:$0011=Ceiling1 UP #K:$001F=Ceiling1 DOWN #K:$0013=Ceiling2 UP #K:$0021=Ceiling2 DOWN #M:Grid selected wall=Grid Selected #M:Remove editing from selection CTRL F11=Clear Selected #M:Grid all walls=Grid this Room #M:Remove all grids CTRL F12=Clear this Room #R:TEXTURES (Rooms):$FF0000:$FFFFFF #M:Clear Room=Clear This Room #M:Remove unused tail infos=Clear unused Tails #M:Clear Floor Selected Textures ALT F9=Clear Sel. Floor #M:Clear Ceiling Selected Textures ALT F10=Clear Sel. Ceil. #M:Create Floor Triangular Tex SHIFT F3=Repair Floor Triangle #M:Create Ceiling Triangular Tex SHIFT F4=Repair Ceil. Triangle #M:Substitute Textures=Find & Replace Tex #M:Turn Selected Textures=Turn Sel. Textures #R:TEXTURES (Texture Panel):$FF0000:$FFFFFF #M:Load TGA=Load TGA #K:$040A=Edit TGA #K:$0814=Reload TGA #K:$0414=Change Triangle #K:$001A=Scroll UP #K:$0028=Scroll DOWN #K:$000C=Previous Tex. #K:$004E=Next Texture #R:OBJECTS:$FF0000:$FFFFFF #M:Load Objects #K:$0418=Reload Objects #K:$023B=Info Wad file #B:Advanced Search=Find Objects #K:$04C8=Move NORTH #K:$04D0=Move SOUTH #K:$04CB=Move WEST #K:$04CD=Move EAST #K:$0018=OCB Code #M: Delete Object #M:Change Object=Replace Object #B:Rotate Object #R:ROOMS:$FF0000:$FFFFFF #K:$00C8=Turn Up #K:$00D0=Turn Down #K:$00Cb=Turn Left #K:$00CD=Turn Right #K:$00C9=Zoom In #K:$00D1=Zoom Out #M:Place Target #M:Preview #K:$0022=Prev. Marked Room #K:$0422=Next Marked Room #K:$0032=Mark Room #K:$0016=UnMark Room #K:$0E2A=Increase Rooms #K:$022E=Center Pivot #M:Mirror=Mirror the room #M:Rotate=Rotate the room #R:MISCELLANOUS:$FF0000:$FFFFFF #K:$04C8=Move Cam NORTH #K:$04D0=Move Cam SOUTH #K:$04Cb=Move Cam WEST #K:$04CD=Move Cam EAST Example#2 @COLUMNS:3 @TITLE:Buttons @BUTTON_WIDTH:120 @BUTTON_HEIGHT:20 @BACK_COLOR:$FF0000 @FORE_COLOR:$FFFFFF @FONT:BUTTONS:Arial:12:100 @FONT:FRAMES:Ms Sans Serif:9:100 @FONT:ROWS:Arial:15:400 #R:Find Buttons #B:Trigger -> Object #B:Object -> Trigger #B:Go back old room #B:Advanced Search #P: (265,412)=Add Trigger #K:$23B=TGA Info #R:Management Files:$FF0000:$FFFFFF #B:Load Project #B:Save Project #B:Last Projects #B:Backup Project #B:Load TGA #M:Load Objects #R:Editing:$FF0000:$FFFFFF #B:Big Texture #B:Rotate Object #R:Open Windows:$FF0000:$FFFFFF #B:Animation Ranges #B:Texture Sounds #P:OBJECT_NAME=Objects #B:Settings #R:Lighting Buttons:$FF0000:$FFFFFF #B:Lighting #B:ON #P:AMBIENCE_RED_NUMBER=Ambience Red #P:COLOUR_RED_NUMBER=Colour Red #P:AMBIENCE_GREEN_NUMBER=Ambience Green #P:COLOUR_GREEN_NUMBER=Colour Green #P:AMBIENCE_BLUE_NUMBER=Ambience Blue #P:COLOUR_BLUE_NUMBER=Colour Blue #P:LIGHT_X_NUMBER=Light X #P:LIGHT_Y_NUMBER=Light Y #P:LIGHT_LEN_NUMBER=Light Lenght #P:LIGHT_CUT_NUMBER=Light Cut #P:LIGHT_IN_NUMBER=In Radius #P:LIGHT_OUT_NUMBER=Out Radius #P:LIGHT_INT_NUMBER=Intensity #B:Light=Add Light #B:Shadow=Add Shadow #B:Sun=Add Sun #B:Spot=Add Spot #B:Effect=Add Effect #B:Copy #B:Paste #R:Colours of Palette:$FF0000:$FFFFFF #C:COLOR_PALETTE #R:Info Panel:$FF0000:$FFFFFF #F:INFO_BOX=1:$80FFFF:$000000 Last edited by AkyV; 22-08-16 at 14:18. |
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