Laufen zum Ziel
03-08-08, 12:32 PM
I made an attempt to translate to English. This is what I got. Hope it helps a little.
The below link contains a lot of good stuff for SHIII (GWX). Well worth a look.
http://silent-hunter-addict,com
));
Ubi.com Ubi.com forums Silent Hunter, the captain - Mods / projects / Flottillen Update: SH4 Maptools for SH3-floor (1.4) plus Mod tutorial.
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Latemail
Signed on 13.01.2008 14:47
Hello Their captains and navigators, dear Mod Rookies,
Below you will find two things:
I. The Mod, which you the SH4-card tools for SH3 (floor 1.4).
II A tutorial on changing menu_1024_789.ini the example of the above Mods.
So I hurry and Research for the end, only the Mod:
Original:
SH4 - Maptools:
Content and credits:
The mod is based on the idea and the presentation of testpilot1978 (here the thread), which I at this point for his preliminary idea and very grateful, and the me permission to rewrite it for the SH3-variant without Supermod (also stick with patch 1.4 ) has been made.
The usual shortcut bar with the tools card will be replaced with graphical elements from SH4 (circle, triangle rate, etc.). The elements are on the card sheet detailing what course at high swell would be somewhat impractical .... But these are the concessions to the gameplay. Since the objects partially overlap, each changes the active element (Mouseover) its color. If it is selected, the current reacted clicked element with a side step to clear things up.
The switchover to the secondary tools via the Spitzer, also in the other places is. Here I have the tools of the very successful updates of testpilot. The button for "All-Clear" hides behind the matchbox. Because I get to the users of the SH3-one generator, there is the option this "button" off, to prevent accidental deletion of the card registered in the secret information. The zoom function is available only through the Wheel Mouse possible, but yes, I think for most users also common.
Installation:
The DL-file is the Mod JSGME capability. The modified menu.ini (as well as an original version) is available in two versions separately in the "documentation", who is so far no changes in the menu.ini has made, it can jump into the directory Sh3/data/menu copy. To an already modified menu.ini continue to be used, the necessary changes - in the text file "how_to.txt listed - manually entered. Please specify the desired file in menu_1024_768.ini rename, and then copy it.
DL - Link
Much fun
Late mail
2008
II tutorial Modden the menu_1024_768.ini
Above all, do not always return to my cheat sheet together, I will approach the menu.ini while Modden documented. I choose the example of the above Mods the basics together, as I have elaborated. If you still have additions, then I will be happy with this record, so that a small compendium can grow, it could ...... Let's see ........
So go!
Contents (editing booth)
1st Basics (02.02.2008)
2nd Fundamental structure (06.03.2008)
3rd ItemID and ParentID (20.01.2008)
...... Important message
4th Building a TopLevel items (22.01.2008)
...... Tip: Insert comments
5th Building a menu Group (= 1026) (25.01.2008)
...... Positioning of items (POS = X, X, X, X)
...... Movement of items (Slide = X) (31.01.2008)
...... Combination of several menu slides Group (03.02.2008)
6th Items building a (Type = 1032, a simple button) (03.02.2008)
...... More graphics (zustandsabhängig) for a single item (0 Mat, Mat 1) (31.01.2008)
...... Definition and use of part-graphics (Crop 0 = X, X, X, X) (29.01.2008)
...... Tip: "Side Step one Items (zustandsabhängig) (02.02.2008)
...... Properties change the graphics (12.02.2008)
7th Building a checkbox (Type = 1033) with the states ungeklickt / clicked (17.02.2008)
8th Bedienelementes a definition or an ad (Dial) (22.02.2008)
...... Structure and meaning of the configuration - File Dials.cfg (22.02.2008)
Annex (02.03.2008)
...... Structure and meaning of the configuration - File Dials.cfg (27.02.2008)
...... Structure and meaning of the configuration - File Commands_de (_en). Cfg (02.03.2008)
Last Personnel: 06.03.2008
This article was edited. Last edited by latemail, 07.03.2008 02:08
Links:
Modding - Tutorial Menu.ini
SH4 - Maptools for SH3
SaleOLC123GWX20 - Kombimod
Posts: 245 | Registered: 08.05.2006
Latemail
Signed on 13.01.2008 15:08 contribution Hide
1st Rationale:
The menu.ini is a text file with any text editor to edit. With the menu.ini the building and the appearance of individual stations (periscope view, navigation map, etc.) and their functionality (switches, ads, etc.) are described and defined.
The file is imported serially, i.e. Line by line. This is for the structure, for the display of objects, and especially for the functionality of importance. Thus, e.g. The objects in the series depicted sequence with which they appear in the menu.ini, but in reverse order! D.h. The first object over the second, the third element is another layer below, and so on.
The "modden" menu1024.ini, so the change in the graphical user interface of SH3 (this does essentially the same even for SH4), craftsmanship is not difficult. You need no special tools to decode or to translate, the menu.ini is a simple text file, with each editor to edit (such as Notepad). If you have extra tools search is on for example, A good combination. To overview of the changes made and their impact to keep recommends, however, a gradual approach. For here lies the main difficulty, the mutual dependencies of the items and the large number of entries, some of which are almost identical. Here glance, it is not easy!
I take advantage of this program WinMerge (DL see compilation), with the two text files you can open simultaneously, and that the differences between the color-coded files. To save time I go as follows:
1st I put in the directory data / menu a backup copy of the last stand from functioning interim
2nd I then edit the menu1024.ini
3rd After some changes to memorize, WinMerge remains open
4th I start SH3, choose a Schulungsmision (because of the shorter charging times)
5th Control the functionality and positioning of the items
6th I quit SH3 about Ctrl-Alt-Del
7th I do the entries if needed again
8th Back to point 1
If additional graphics or other files to change so it is sometimes useful to a Testmod used in the then changing to all files with the directory structure. This is then JSGME after point 3 to activate and after 6 points again to deactivate it. So the game is always ready, no matter how extensive the changes. Nevertheless, we recommend a second installation to test how it works can be found at Friedl9te below (search for "multiple installations").
This article was edited. Last edited by latemail, 05.02.2008 12:32
Links:
Modding - Tutorial Menu.ini
SH4 - Maptools for SH3
SaleOLC123GWX20 - Kombimod
Posts: 245 | Registered: 08.05.2006
Ignored contribution of latemail written 13.01.2008 15:08 contribution show
Latemail
Signed on 13.01.2008 15:10 contribution Hide
2nd Schematic design:
The first section interesting is the following:
[Fonts]
Fonts = 18
Font0 = DATA/Menu/Fonts/FPHunt26.tga
Font1 = DATA/Menu/Fonts/FPCond14.tga
Font3 = DATA/Menu/Fonts/FPHunt38.tga
Font4 = DATA/Menu/Fonts/FPHunt12.tga
Font5 = DATA/Menu/Fonts/FPHunt15.tga
Font6 = DATA / menu / Fonts / FPSmall.tga
Font7 = DATA/Menu/Fonts/FPPencil12.tga
Font10 = DATA/Menu/Fonts/FPArhi24.tga
Font11 = DATA / menu / Fonts / ShellsNr.tga
Font13 = DATA/Menu/Fonts/FPCond18.tga
Font14 = DATA/Menu/Fonts/FPCond12.tga
Font15 = DATA/Menu/Fonts/FPCond9.tga
Font16 = DATA/Menu/Fonts/FPBro20.tga
Font17 = DATA/Menu/Fonts/FPBro100.tga
Here is the number of available fonts in Game / font set (fonts = 18), the references to the font files are here for now. The fonts are available in each graphics files, which later each letter individually "cut" and words together. By clicking on the font name you can each font you see.
[Settings]
Sliding Speed = 1200; pixels per second
CmdStatesColors = 0xAAAAAAFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFEEAAFF; notselectable, selectable, selected, highlighted
Sliding Speed = 1200; pixels per second
This section defines how quickly move elements, for a "slide" is defined. The slide movement is mainly about elements in the visible area of the screen to pick when they are needed. Examples of this are the various menu bars, the national flags of the vessels, or the convoy map, outside the viewable screen area to wait for their use. The higher the number, the faster the movement.
CmdStatesColors =......
This section is the definition of font colors, separately for the states "not selected", "selected", "selected" and "mouse-over". The colors and their codes are presented in section 5.
After all TopLevel-defined objects, here are the respective numbers of each definition blocks below:
[Main groups and pages]
GroupsNo = 87
1 = 0A; Equipment Icon
2 = 0F; Typ21
3 = 0E; Typ9
4 = 0D; Typ7
5 = 16; type2
6 = 10, Page message
..
.
29 = 31, Page navigation map
30 = 32, Page attack map
The navigation map is also in the area [G31] defines the attack menu is therefore in the [G32].
[G31 I1]
Name = Page Navigation Map
Type = 1027; menu page
ItemID = 0x31000000
ParentID = 0x0
Pos = 0,0,0,0
Loading Mode = 2
[G32 I1]
Name = Page Map Attack
Type = 1027; menu page
ItemID = 0x32000000
ParentID = 0x0
Pos = 0,0,0,0
Loading Mode = 2
Looking, however, the listing accurate, then it is noticeable that the numbering of the blocks is not mathematically correct order. Here is an excerpt To summarize:
12 = 20, Page final
13 = 21, Page Console
14 = 22, Page help
But ..........
18 = 30; break game
19 = 3F, Page layout
20 = 01, Page shell
21 = 40, Page torpedo
22 = 24, Page gui event camera
23 = 25, Page recognition manual
The statement is obvious when you consider that in accordance with elements of their appearance or her definition in the menu.ini represented. Pages, Menu groups, and even items (more on this later), the first to be read (at the beginning of the file!), Above the following game dagestellt. It would be very expensive, whole blocks definition with a few hundred new items each numbered when the screen changes to the structure wishes. Therefore, the programmer the Block "[Main groups and pages]", the processing sequence of each Definitonsblöcke sets. Here is an example:
19 = 3F, Page layout .............. Shortcut bar to the station selection
20 = 01, Page shell ................ Show the ammunition
21 = 40, Page torpedo ............ Displaying the torpedo loading screen
The Shortcut bar to the station selection is above the viewing of ammunition and torpedoes. To demonstrate, I have the transparent background and dyed. The order of presentation follows the definition in the relevant section of the menu.ini, demanch I could also use shortcuts - despite the overlapping Backgrounds torpedo the selection!
I then changed the order:
19 = 40, Page torpedo
20 = 3F, Page layout
21 = 01, Page shell
The torpedo selection now covered ShortCuts, a selection of buttons is no longer possible.
Thus it is by amending the order in this section, the presentation of Elemete (Pages and Main Groups) relatively easy to adapt.
This article was edited. Last edited by latemail, 07.03.2008 15:59
Links:
Modding - Tutorial Menu.ini
SH4 - Maptools for SH3
SaleOLC123GWX20 - Kombimod
Posts: 245 | Registered: 08.05.2006
Ignored contribution of latemail written 13.01.2008 15:10 contribution show
Latemail
Signed on 15.01.2008 00:05 contribution Hide
3rd ItemID and ParentID:
Even with the appointment of individual objects or items is the order of appearance in the menu.ini important. Each object has a UNEQUIVOCAL ItemID, this may - hence the name - will be awarded just once! For each item is a direct and unmistakable address. In addition, all objects, a reference, the so-called ParentID. This means any object with a parent (and previously mentioned in the file that is defined) Item, individual items can be summed groups, such as Shortcut bar in our case. To serve the menu Groups. A parent Item (as a menu Group) can be several items / objects are catalogued, then depending on the main items influenced - for example, Moved - can be. In our case, all of the buttons (in the Urversion and also in the gemoddeten variant) to the menu Group "button" is appended.
To illustrate, I have color-coded references ....
[G31 I1]
Name = Page Navigation Map
Type = 1027; menu page
ItemID = 0x31000000
ParentID = 0x0 # # # marking a TopLevel-Items # # #
Pos = 0,0,0,0
Loading Mode = 2
The Menu Page Group is the menu buttons (the actual Shortcut bar!).
[G31 I2]
Name = Buttons
Type = 1026; group Menu
ItemID = 0x311A0000
ParentID = 0x31000000
Pos = 606,769,414,42
Color = 0xFFFFFFFF
Vert slide = 30
This group now handles all individual Button (buttons), so that when they are needed for example, Can be moved together.
[G31 I4]
Name = Clear Map
Type = 1032; Button
ItemID = 0x311A0009
ParentID = 0x311A0000
Pos = 329, -1,40,40
Materials = 4
Display = 0; No stretch
Mat 0 = data / menu / gui / maptools.tga
Crop 0 = 0.640625,0.640625,0,0
Mat 1 = data / menu / gui / maptools.tga
Crop 1 = 0.640625,0.640625,0,0
Mat 2 = data / menu / gui / maptools.tga
Crop 2 = 0.640625,0.800781,0,0
Mat 3 = data / menu / gui / maptools.tga
Crop 3 = 0.640625,0.800781,0,0
MatFlags = 0x1
TexFmt = 0x9
Font = 1
Text = 0x0 Flags
Colors = 0xB0B0B0FF States, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText = 2253
[G31 I5]
Name = Eraser
Type = 1032; Button
ItemID = 0x311A0008
ParentID = 0x311A0000
Pos = 288, -1,40,40
Materials = 4
Display = 0; No stretch
Mat 0 = data / menu / gui / maptools.tga
Crop 0 = 0.640625,0.320313,0,0
Mat 1 = data / menu / gui / maptools.tga
Crop 1 = 0.640625,0.320313,0,0
Mat 2 = data / menu / gui / maptools.tga
Crop 2 = 0.640625,0.480469,0,0
Mat 3 = data / menu / gui / maptools.tga
Crop 3 = 0.640625,0.480469,0,0
MatFlags = 0x1
TexFmt = 0x9
Font = 1
Text = 0x0 Flags
Colors = 0xB0B0B0FF States, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText = 2252
IMPORTANT!
If the statement ParentID now reference is made to an item, which is not yet defined (ie until later in the file, and therefore have not read), or which did not exist, this leads to an error from SH3. The error message runs during the start-up phase of SH3, with an acoustic signal, and interrupted the loading process. Changes to Alt-Tab on the desktop, see eg The following error message:
Clicking on the message away, the charging process will continue. Except for the missing element is everything else functional.
This article was edited. Last edited by latemail, 05.02.2008 12:29
Links:
Modding - Tutorial Menu.ini
SH4 - Maptools for SH3
SaleOLC123GWX20 - Kombimod
Posts: 245 | Registered: 08.05.2006
Ignored contribution of latemail written 15.01.2008 00:05 contribution show
Latemail
Signed on 21.01.2008 00:51 contribution Hide
4th Building a TopLevel items
Let it out using "our" individual line items:
[G31 I1]
Name = Page Navigation Map
Type = 1027; menu page
ItemID = 0x31000000
ParentID = 0x0
Pos = 0,0,0,0
Loading Mode = 2
[G31 I1]
The numbering of the blocks must continually be missing a block, the following items not included (as far as I know only those of the corresponding menu Group, but I have not tested).
Name = Page Navigation Map
The name is arbitrary to choose one or referencing a reference to this element is not about the name, you can see his imagination free rein.
Type = 1027; menu page
The type defined by what kind of item it is. According to the type of the items are differently structured, the items have different elements and defining lines, and hence different functions.
The following types are:
Type = 1026; Menu group _______ Encapsulates several elements to a group.
Type = 1027; _______ TopLevel page menu item
Type = 1029; Static text __________ Is a text (labeling, etc.)
Type = 1030; Static bmp __________ Provides a graphical element without function
Type = 1031; Stat bmp array _______ Provides a graphical element without functional, but which can be flexible.
Type = 1032; button ____________ Provides a graphical element, which is clickable and triggers an event.
Type = 1033; check box ___________ Provides a graphical element, which is clickable, and several states (selected / non-selected).
Type = 1034; slider ________________ --
Type = 1035; Edit box ______________ --
Type = 1036; radio ________________ --
Type = 1037; List box ______________ --
Type = 1038; Movie ________________ --
Type = 1039; Progress bar __________ --
Type = 1040; scroll text ____________ Where a text box, the text scroll.
Type = 1041; Horiz list box __________ --
Type = 1043; Anim Scroll ____________ --
((I will try here after the individual types to explain, it can still take some time.))
((Big underlaid types are already explained below.))
TIP!
These first three lines must always be present. Will you do not use an item, you can find all subsequent lines with a semicolon at the beginning versehen then the line as a comment. Or (except for the first three rows!) Simply delete everything.
One can also semicolon at the end of a row, the rest of it will also be treated as a comment, very handy during the test phase. So you can find the original line simply attach the back when the amendment was not brought the desired result, it is easy for the original position again.
So e.g.:
Pos = 208, -1,80,200; old version Pos = 288, -1,40,40
ItemID = 0x31000000
ParentID = 0x0
Already up under 3 Explained.
Pos = 0,0,0,0
The position information is at TopLevel items always <0,0,0,0>, as they do not need or geographic reference (ParentID = 0x0), and they also all the (screen) page fill.
Loading Mode = 2
About Function / distinction, I am not 100% sure, but:
"Loading Mode = 1"
..... Are pages that are not in the actual game used, but the configuration to serve or explanation (for example, the Museum, the start menu page, the multiplayer settings, etc.)
"Loading Mode = 2"
..... Pages are in the game are active.
"Loading = 3"
..... Are rare, there are only three, the "torpedo" (you can see in the game to recharge the torpedoes, etc.), the "barracks" (here, the crew schedule at the port, and the "game" (the side with the game-options).
This article was edited. Last edited by latemail, 24.02.2008 16:39
Links:
Modding - Tutorial Menu.ini
SH4 - Maptools for SH3
SaleOLC123GWX20 - Kombimod
Posts: 245 | Registered: 08.05.2006
Ignored contribution of latemail written 21.01.2008 00:51 contribution show
Latemail
Signed on 04.02.2008 14:24 contribution Hide
5th Building a menu Group
Continue with our example, the menu Group, which the shortcut bar.
[G31 I2]
Name = Buttons
Type = 1026; group Menu
ItemID = 0x311A0000
ParentID = 0x31000000
Pos = 606,769,414,42
Color = 0xFFFFFFFF
Vert slide = 30
We said, a menu Group combines individual items. How does such a definition in each block?
[G31 I2]
Name = Buttons
Type = 1026; group Menu
ItemID = 0x311A0000
ParentID = 0x31000000
These lines knows it now, except for the modified type (Type = 1026), to build and meaning nothing changed.
Pos = 606,769,414,42
Here it is now exciting and new, because there are now real indications position, but what do they mean? First, the position data will be entered in pixels, not inches or centimeters.
606 = x1 = X position of the menu box
Y1 = 769 = Y position of the menu box
414 = x2 = X-menu extension of the field (width)
Y2 = 42 = Y expansion of the menu box (height)
The origin, or zero point of the coordinate system is a menu Page bottom left. On him refer to the values x1 and y1. To illustrate a picture ......
I have both, in increments of 250 pixels (px) set a marker, so to calculate: 250 + 250 + 106 = 606
I learned from the bottom up each in increments of 250 pixels (px) set a marker, it is calculated: 250 + 250 + 269 = 769
You get to the position of the Group Menu "button" is 606 px, 769 px ..... Na, recognized figures? This position on the map indicates the location of the upper left corner of the Group field. The following numbers 414, 42, the field size of the Group, ie 414 px wide and 42 px high. The reader and image viewer (by clicking on it, you can see the full size!) Will now ask: "I can only see a 12 px high bar .... is too stupid for Computing?" Here comes the last line in the game, the slide function. These more in the second section.
The size of a menu Group details refer to the upper left corner, the x-axis is one to the right from there, the y-axis counts at the altitude down. The positioning of the Group affiliated with the elements is then the "normal" coordinate system (rather = + / high = +)
Note: The coordinates of a Items must not visible within the borders of the screen, so you can selectively use -> see slide function. The statement of coordinates, which are outside of the screen is not leading to an error message!
Color = 0xFFFFFFFF
This line sets the background color of the menu Group-field, a few examples of this has contributed testpilot1978.
White = 0xFFFFFFFF
Black = 0x111111FF
Orange1 = 0xD26400FE
Orange2 = 0xDD5800FF
Orange3 = 0xE26522FF
Tan = 0xEBCF99FF
Light Tan = 0xCDB59EFF
Brown = 0x593A20FF
Light Brown = 0x9F8671FF
Gray = 0x8B8989FF
Light Gray = 0xB0B0B0FF
Green = 0x329632FE
Light Green = 0x00FF99FF
Vert slide = 30
Now we come to the movement possibilities of graphical elements. For execution of the slide movement, it is necessary that the mouse cursor in the POS-defined line (mouse-sensitive) affected area (triggers), then moves the item under the slide set. Leaves the mouse cursor to the trigger, slidet the item to its resting position.
There are basically two different types:
-- The movement in the horizontal direction (x-axis): HorizSlide = XXX
-- The movement in the vertical direction (y-axis): Vert slide = XXX
The statement after the equal sign is the value in pixels that the object - the entire menu Group (ShortCut bar) - touching on the sensitive area moves -> slidet, but with respect to the coordinate system with opposite sign! Using the mouse pointer touched slidet element in the position in the Pos = x1, y1, x2, y2 - line. The other view, the item is not selected in the state in the position, arising from the "Pos" information plus the Slide values. In our example:
--> 606 + (0) ____________ no Slide values in x-direction
--> 769 + (30) ___________ y-slide by 30 pixels from the rest position "
In our case, this means that the item is located on unselect 606799th
If we were dealing with Vert slide without =- 30, the group would be in position 606, 739 are waiting for their action [769 + (-30) = 769 - 30 = 739]
The sensitive area of the incident "mouseover" responding, is also located at 606799, the waiting position of the graphical object. So, if you are the object zuweit out from the screen moves, so you can no longer here, it is no longer slidet to its desired position, it is "disappeared". This may be inconvenient or useful, depending on what you plant. You can thus e.g. Unwanted objects from the game "remove" without really delete it. How do I make it e.g. With the matchbox in the second version of my mods, to prevent accidental deletion of the entire card (Clear Map) to avoid (would be a shame to the intelligence information that the Sh3 generator with me on the map enters).
The two slide movements can be combined, you can also both an x-y as well as a motion on the grounds that it is your screen building. There can be different effects, the simplest way is the above described; an element will be transferred to the screen or also moved in contact, the entire item. It may be an act or pure graphics but active elements like Dials, a menu bar or, for example, The stopwatch.
Or so .........
One problem may be, however, as the second picture to be seen if the graphics is very large, it becomes difficult to trigger area with the cursor to leave when the graphics - and it was before - the same size . This helps a nesting of moving Menu Groups (OneLifeCrisis for THX to explain this so comprehensible). This means that the graphics refers to the entry to a menu ParentID Group 2, which in turn allow themselves to a menu ParentID Group 1 attached.
The red box is the visible area of the screen, the gray box displayed the graphic (as the convoy card), and the blue box the trigger area, in the line of POS menu Group 1 is defined. Triggert is now the blue box, so slidet Group 1 menu to the right. The menu with its affiliates Group 2 slidet course ...... And conducts its own slide as soon as they come into contact with the cursor comes --- namely down! And the graphic appears on the planned site, without the entire graphic as trigger-defined area. Leaves of the blue box cursor, menu disappears Group 1, and hence Menu Group 2, and the graphics. If the Slidegeschwindikeit very high, take this TWO menu movements as a true, but the fact is that this row. The speed slide represents one at the beginning of menu.ini in the following section:
[Settings]
Sliding Speed = 100; pixels per second
CmdStatesColors = 0xAAAAAAFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFEEAAFF; notselectable, selectable, selected, highlighted
Select it as shown here a value of 100, then you can find the individual graphics for the slide movement watch for the actual game but it is totally inappropriate!
This article was edited. Last edited by latemail, 17.02.2008 18:28
Links:
Modding - Tutorial Menu.ini
SH4 - Maptools for SH3
SaleOLC123GWX20 - Kombimod
Posts: 245 | Registered: 08.05.2006
Ignored contribution of latemail written 04.02.2008 14:24 contribution show
Latemail
Signed on 04.02.2008 14:25 contribution Hide
6th Building a Items (1032)
This brings us to the next level representation, the actual objects or items. First, we want to look at the individual buttons on the shortcut bar. Let's start with the times "ClearMap" button:
[G31 I4]
Name = Clear Map
Type = 1
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