asmo wrote:
The following sounds like it's feasible.
openmw.org wrote:
Newcomer Kunesj has created a fun little extra that has been integrated already: the crosshair and tooltips can now show if something is owned or not.
I'm not sure if its possible to do from script right now, I managed to do that by defining different mygui skins in source code. For example colour tint is made by switching between this two skins in
openmw/files/mygui/openmw_hud_box.skin.xml
Code: Select all
<!-- Defines crosshair color -->
<Resource type="ResourceSkin" name="HUD_Crosshair" size="32 32" texture="textures\target.dds">
<BasisSkin type="MainSkin" offset="0 0 32 32">
<State name="normal" offset="0 0 32 32"/>
</BasisSkin>
</Resource>
<!-- Defines owned crosshair color -->
<Resource type="ResourceSkin" name="HUD_Crosshair_Owned" size="32 32" texture="textures\target.dds">
<Property key="Colour" value="#{setting=GUI,color crosshair owned}"/>
<BasisSkin type="MainSkin" offset="0 0 32 32">
<State name="normal" offset="0 0 32 32"/>
</BasisSkin>
</Resource>
So the different icons would need to be defined before openmw started, for example by adding something like this:
Code: Select all
<!-- Defines crosshair weaponDrawn -->
<Resource type="ResourceSkin" name="HUD_Crosshair_weaponDrawn" size="32 32" texture="\icons\crossed_sabres.dds">
<BasisSkin type="MainSkin" offset="0 0 32 32">
<State name="normal" offset="0 0 32 32"/>
</BasisSkin>
</Resource>
But, I understand only small part of openmw codebase, so it may actually be possible to do in a different way... Someone more knowledgeable would probably need to answer that.