Round3DPortraits

Unit Frames Login to Add Favorites
  • 0 Likes
  • World of Warcraft
  • 188 Monthly Downloads
  • Supports: 4.3
  • 11,101 Total Downloads
  • Updated 12/12/2011 8:47:46 PM
  • Created 7/24/2010 2:41:36 AM
  • 31 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: GNU General Public License version 2 (GPLv2)
  • Newest File: v0.7.4.1
or

About Round3DPortraits

If you are experiencing problems with the AddOn, please submit a ticket here.

Creates player and target portraits from 3D models using some modified default UI frame graphics that blend well with the default Blizzard UI elements. You can use it standalone, with completely round frames, or you can use it to cover the default 2D portraits on the default frames by moving the frames around with the mouse.

There is also a config option to use PitBull4's player and target frames as the parents of the 3D portraits. This makes it quite easy to make PitBull look more like the default unit frames.

There are a few other configuration options to check out as well. They are in Interface/AddOns from your WoW main menu.

The latest beta version contains some nice textures you can use with kgPanels and PitBull4 as you see in the pictures. They're in the Textures directory. I'd suggest adding them with SharedMedia and then creating kgPanels parented and anchored to the PitBull4 frames. That's what I'm doing with them at the moment.

I've also added functionality to display some of the Blizzard vehicle frame graphics when switching into a vehicle, also changing the model.

Another nifty new feature is that the player frame shows a small graphic when the player has a debuff that can be dispelled. This feature isn't totally complete, and will need to be fixed for Cataclysm, since the dispel classes are changing.

If you're looking for a simpler, more customizable 3D portrait/unit frame addon without all the fancy artwork and functionality, I've created one. You can find it right here.

NOTE: I'm no longer packaging alpha builds, since I like to do lots of commits. (Working on different machines...) I'll try to keep the betas reasonably stable.

tag v0.7.4.1
fa29b17a456d90369042ff9bb82cb7427040f56d
Daedhir <daedhir@gmail.com>
2011-12-11 19:09:37 -0700

Tagging as 0.7.4.1

--------------------

No changelog

Comments

First Previous Page 1 of 2 Next Last
  • #27
    4.2 WHEN??
  • #25
    Are you able to rotate the picture with this mod?
  • #26
    Nope.
  • #23
    Rex, that's something I could add when I get some time.
  • #24
    Actually it took about 5 minutes. Latest version allows you to independently hide the player and target frames.
  • #21
    Thank you for making this addon. Exacly what i was looking for as a complement to pitbull.Will help me spot those rare elites :D
    One smal request ;) Can u add a function, check box, to turn off the player portrait? I have only use for the target portrait in my rare elite hunting :P
  • #20
    I'd love to have an animated Pet-Window. Is it possible to add?
  • #19
    HI, i like this addon but when i use the icons of buff debuff move in the middle... :( the icons can be moved? Tks
  • #22
    This should be fixed in the latest version.
  • #18
    I promise this will be my last comment, sorry!
    The ability to stop the level indicator from turning into sleep or combat indicators would be nice, as well as a Focus 3D frame.
    I'm gone :)
  • #17
    "There's no real UI reason to do so."
    Just personal preference. I enjoy using the dragon on my portrait sometimes -- it seems to me that with end-tier gear, you're pretty much an "elite" 'mob' of that level :) But that's just me, if you don't want to do it then that's fine (obviously).

    "As for the sleep icon, I actually tuned that to look the way I liked it."
    The funny thing is, I agree :p I like yours better. It's just that when I use Round3DPortraits to cover the default frame, the bottom of the default's sleep icon sticks out and is annoying to a UI perfectionist / OCD nut. I may dig around in the code and try myself, thanks for the tip.

    "Editing the menu is actually kind of a pain, and I honestly never use the focus function from that menu." Neither do I, but again, it's an OCD thing :p So no chance of a click-through option either so that it can fall through to the 'real' frame? Dang. I may be able to hack that in myself though, we'll see.

    Cheers, thanks for your quality work, and sorry about the backtraces (I thought Curse would add a scrollbar for long posts).
  • #14
    No edit ability.

    The Blizzard frame's "sleep" icon is a bit different, and larger, than the mod's. Do you think you could tune that a tad? Thanks yet again for your consideration :)
  • #16
    I don't plan to add dragons to the player frame. There's no real UI reason to do so.

    As for the click through frames for the menu stuff... Editing the menu is actually kind of a pain, and I honestly never use the focus function from that menu. Maybe I'll remove it at some point, but TBH it's not a huge priority for me. I think there might be another way to do it to where the full menu works, but I've been working on my full UI (daedhirui.blogspot.com) as well as a couple of other addons, so my time is limited.

    As for the sleep icon, I actually tuned that to look the way I liked it. I think the way Blizzard did it wasn't quite as good as it could be. So I'm going to leave it the way it is. You should be able to find the relevant piece of code where that texture is made. The dimensions are pretty easy to set manually. But as I've said, it's tuned the way I like it, and that's kinda how I'm going to roll with this addon. :)
  • #13
    Also, a feature request :)
    Could you please allow the player's unit frame to be set to use some of the alternate frame decorations (silver dragon, gold dragon, etc.)?
    Thanks for considering.

    ...and a minor suggestion / feature request.
    I managed to get the addon to load/work, not really sure how.
    For a while now, Blizzard has made "Set Focus" a protected function, so only Blizzard code can do it. So that option should probably be removed from the menu.
    But an idea -- could you add an option to make the frame click-through? That way, no matter where the user clicks on the frame (assuming they're overlapping the vanilla frame), they can use that function. Also, that would make it so that, just like with the normal frames, the right-click menu always pops up in the same position, instead of being attached to the mouse (try right-clicking the portrait vs. the rest of the frame to see).

    Once more, thanks!
  • #12
    Nice addon!
    Using v0.4 with the latest WoW 4.0 as of today, though, I get the following errors on load and whenever I enable/disable the portraits (not using PitBull4 integration):

    Date: 2010-10-18 17:23:13
    ID: 1
    Error occured in: Global
    Count: 1
    Message: ...terface\AddOns\Round3DPortraits\Round3DPortraits.lua line 669:
    attempt to index field 'ClickCastFrames' (a nil value)
    Debug:
    (tail call): ?
    ...terface\AddOns\Round3DPortraits\Round3DPortraits.lua:669: DrawPlayerPortrait()
    ...terface\AddOns\Round3DPortraits\Round3DPortraits.lua:920: ?()
    ...ore\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147:
    ...ore\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147
    [string "safecall Dispatcher[1]"]:4:
    [string "safecall Dispatcher[1]"]:4
    [C]: ?
    [string "safecall Dispatcher[1]"]:13: ?()
    ...ore\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:92: Fire()
    ...\AddOns\DataStore\libs\AceEvent-3.0\AceEvent-3.0.lua:120:
    ...\AddOns\DataStore\libs\AceEvent-3.0\AceEvent-3.0.lua:119

    Date: 2010-10-18 17:26:38
    ID: 2
    Error occured in: Global
    Count: 1
    Message: ...terface\AddOns\Round3DPortraits\Round3DPortraits.lua line 774:
    attempt to index field 'ClickCastFrames' (a nil value)
    Debug:
    (tail call): ?
    ...terface\AddOns\Round3DPortraits\Round3DPortraits.lua:774: DrawTargetPortrait()
    ...terface\AddOns\Round3DPortraits\Round3DPortraits.lua:872: ?()
    ...ore\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147:
    ...ore\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147
    [string "safecall Dispatcher[1]"]:4:
    [string "safecall Dispatcher[1]"]:4
    [C]: ?
    [string "safecall Dispatcher[1]"]:13: ?()
    ...ore\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:92: Fire()
    ...\AddOns\DataStore\libs\AceEvent-3.0\AceEvent-3.0.lua:120:
    ...\AddOns\DataStore\libs\AceEvent-3.0\AceEvent-3.0.lua:119
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