[REL] Grim UI

I did notice the other day that the paths weren’t right, but unfortunately setting them to the proper directory didn’t seem to do anything. I’m pretty stumped as to what else I can do at this point. To break it down, here’s what I’ve done and what I’ve got:

  1. I extracted both the .arz and .arc files from your mod.
  2. I placed all of the .drb files from the .arz you mentioned with “caravan” or “character” in their name into my database via the Asset Manager and the import button. I made sure to create the proper folders and subfolders for them to be located in.
  3. I converted the .tex files from the .arc into .psd using the TexViewer and then imported them into my sources. I then auto-created assets out of them. Note that I tried both bitmap and textures of each format and all final results were the same.

  4. I discovered that my new .tex files were in my Resources folder of my mod, and double-checked them in TexViewer to make sure they did indeed contain the images you created for your mod. They do indeed seem to be the proper images.
  5. I manually set the path of each .dbr file I imported to the proper .tex file from my resources. I used the little search button that lets you directly choose where to grab the image path from.
  6. That should be everything as far as I know, but when I build my mod (which at this point gives no errors) I still end up with this…

    Sorry for the large slew of pictures but I’m hoping that maybe if I lay everything I’m doing out on the table you might be able to see if I missed a step or got a step wrong. (Sorry I’m bugging you so much with this).
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Do you mean extract the files? Because if I just slap the .arc into my mod then building it immediately deletes the .arc. I have to import the files manually or my mod won’t save them. At least that has been my experience thus far.

I’ve tried that, but whenever I build it deletes the Grim_UI .arc from my resources folder.

I’m sorry, I’m not quite getting what you’re trying to tell me. Don’t mess with my source tab at all? Also what is the difference between the standard build button and Archive>Build?

Oh, I think I see what you’re getting at. Essentially, leave the .arc alone and then when making changes to my mod, only build the parts I’m changing and not the part where my .arc is? Uh, that might work, if I could figure out in itself how just slapping the .arc in my resources would make my .dbrs usable, and how to link them to the right image sources.

Don’t worry about it at all, you’re not bothering me. And pictures help me immensely, so you’re all good on that front too.


  1. Looks fine.

  2. The misc folder you’re using makes a misc.arc file, which is what you have to reference in your .dbr file. See number 5.

  3. This is the caravan_windowbackgoundimage.tex and it’s inverted, so chances are, it’s gonna be upside down in game. You’ll have to flip the image with an editor before you use it.

  • For whatever reason, the TexViewer.exe saves images inverted, which is a pain in my ass, let me assure you. Maybe I’m not holding my mouth right when I save .tex files or I’ve missed something over the years…yeah, probably both :wink:
  1. The path should read misc/caravan_windowbackgoundimage.tex.
  • You have to make sure this file is in the misc folder though. Based on your picture, it is not. You have it directly under Resources, where you extracted the game files. This will give you number 6.
  1. Result of an incorrect path to your .tex files.

If you don’t edit any of the Hoarder .dbr file’s tex paths to begin with, then things will be fine with their textures as they are looking for the Grim UI X-Mod.arc file.


No. The texture path is being edited in the .dbr file as stated below:

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Blockquote If you don’t edit any of the Hoarder .dbr file’s tex paths to begin with, then things will be fine with their textures as they are looking for the Grim UI X-Mod.arc file.

In this case would it be simpler not to extract any files from the .arc at all? Should I do as @tt300 suggested and just put the .arc directly in my resources, and then just re-import the .dbrs with their original paths set? That way I wouldn’t have to worry about any image flipping right? With that my only issue is when building the mod, but apparently I can build selective parts instead of just the mod as a whole so perhaps it wouldn’t be quite as annoying as I would have thought after all?

Yes that is the mod I am working on. I’ll check out your model, thanks.

Well you got it to work lmao. You know my own mod better than me apparently :rofl: :sweat_smile: I will try to copy the file format you show and see if I can get it to work for myself using yours as a guide. Also how do you get the text “Grim Dusk v.1.81” to show up on the Quest Log in-game? That’s a nice touch.

@tt300 Holy crap that finally got it to work. Thank you SO much. Having a direct example to work from helped a ton! Also of course thank you a ton as well @JMD for your assistance and letting me integrate your mod with mine. Once I release my mod with it I will give you full credit for it of course. Btw, one last little thing :upside_down_face: uh is there any way to remove the foreign text from the blank area of the inventory screen from before you get your first additional bag?


Not a huge deal if it’s not a simple fix, though in that case I would at least like to know what it means lol.

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Awesome, thanks. I copied yours directly initially cause I really wanted to make sure I did everything exactly the same as you lol.


Here’s a lil gift for ya…

$path = "C:\Path\To\Images\Folder\That\Needs\To\Be\Flipped" #target directory

[System.Reflection.Assembly]::LoadWithPartialName("System.Drawing")
Get-ChildItem -recurse ($path) -include @("*.png", "*.jpg") |
ForEach-Object {
  $image = [System.Drawing.image]::FromFile( $_ )
  $image.rotateflip("Rotate180FlipNone")
  $image.save($_)
}

Modify the path on the first line to point at your target folder. On the 4th line is where you can add whatever file extensions you want flipped.

Now, paste the text into into a new .txt file and name it something witty and change the file extension to .ps1, like so…

flip180.ps1

Now you got yerself a lil Powershell script. Right-click it…


image


…to run it and watch it automagically flip everything 180 degrees at the destination.

I unashamedly searched and stole this script for ya from:
https://code.adonline.id.au/rotate-or-flip-images-powershell/

SIDE NOTE: This doesn’t appear to work with .psd file extensions. Quoted from the above linked article…

PowerShell can batch rotate and/or flip images in the BMP, GIF, JPEG, PNG, TIFF and WMF formats.

2 Likes

Yes.

Yes.

There’s another option for it as well. You can put the .arc in ...\Grim Dawn\resources instead. That way you don’t have to replace it each time it gets deleted during a total rebuild.

Yes.


@powbam
Oh shit, man! Thank you for doing that! :metal:

I wish I understood why it saves them inverted though. Having it include the alpha channel with the image would be pretty nifty too.

Yea I have no idea why it does that or if there is some obscure purpose for it doing that. I would call it a bug but something like that seems like it was intentional cuz I would guess that Crate could have easily “fixed” it long ago if they wanted.

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Yup yup. It seems like everything worked out. Thanks again for all your help and for letting me use your assets! The inventory update has gone out for my mod (Grim Dusk at Grim Dawn Nexus - Mods and Community if you’re curious) and I’ve done my best to make it very clear that the inventory improvement was completely thanks to you. Since everything is set up properly, technically whenever I do a total rebuild I could just re-slap down your .arc in my mod’s resources after I build right? I might do that, cause I think that would be simpler than manually avoiding the main build button each time I make some changes.

2 Likes

No problem at all. I’ll check your mod out here shortly as I am indeed curious to see what you’ve done.

Thank you for the recognition as well, however, I can only take my fair share. Although the Grim UI X-Mod was mine to begin with, it became a collaboration with @front210 about a year ago. I think post #473 is where that all started.

Yes or as I mentioned previously, you can put the .arc in ...\Grim Dawn\resources instead. That way you don’t have to replace it each time it gets deleted during a total rebuild.

I am very glad that my modest contribution to this mod is not forgotten. In turn, I want to thank @JMD for the constant support of the project, without which everything would have died. Thank you friend.

2 Likes

No updates to the themes or mods were necessary for the 1.1.9.7 patch.

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It is no longer suitable for DoM 1.3.0a. Do you plan to update it?

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Oh wow. Yes, I do now. Thank you for letting me know!

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