Log in

View Full Version : Deconstructing extensions (themes)



BronzeDodger
November 4th, 2020, 20:19
Because I've been doing (in my mind) very hacky things to build theme extensions I figured best to start from scratch in hopes of learning how to do it right/better as I'm trying to update a theme to FGU from FGC.

The reason I want to rebuild it: in FGC I was able to hack together some frames/coordinates and tuck a background image so that it lined up against the right-hand menu bar, and to the bottom of the screen, and then no matter the resolution a player connected at they'd have the background image pinned to the bottom/right.

FGU is (not surprisingly) far more flexible in window sizing and now my 1920x1080 image actually looks pretty small on a typical display and does not adapt to resized windows.

So the bit I'm lost on is frame/coordinates at a macro-level because while I could beat a single frame into submission to make my background images work in FGC I'm not sure this brute force approach with work with FGU.

The source of my in-house background is the CoS Strahd them Damned built (love the readable/compact right side menus) and so I'm trying to meld the FGU dark theme (easy to change the background image) with the menus of the CoS theme and know I'm in deep water (at least as my skills are concerned).

Just in case there is some listing of what the different fields control in the built-in themes (seemed not to have that level of detail on the wiki) or kindergarten-level "how to build themes" walk-thrus people are using, thought I'd ask here.

Did my first pass testing LoS config in FGU and while I was bopping back to the example videos I was picking it up pretty quickly and had fun making things work - so having fun poking around the new system.