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12thPower

Quality of Life, Texture Mods, and Other Things

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Posted (edited)

Introduction

Found here will be a collection of texture mods, cursors, sound replacements, keybinds, and macros I've created. Hopefully, your gameplay will become more enjoyable.

 

Please report bugs and submit requests here.

 


Base Teleporter Beacon Labels

Ever been confused by base teleporters? This texture pack puts clear text labels on them.

 

Download

Base.Teleporter.Beacon.Labels.12thPower.v1.00.zip (1.87 MB .ZIP)

 

In-Game Preview

Spoiler

spacer.png

 

Texture Thumbnail Previews

Spoiler

spacer.png

spacer.png

 

 

Revision History

Spoiler

August 28, 2019

  • Initial release.

 

Zip File Contents

Spoiler
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens01.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens02.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens03.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens04.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens05.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens06.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens07.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens08.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens09.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens10.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens11.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens12.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens13.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens14.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens15.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens16.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens17.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens18.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens19.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens20.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens21.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens22.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens23.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens24.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens25.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens26.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens27.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens28.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens29.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens30.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens31.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens32.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens33.texture

 

  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens01.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens02.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens03.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens04.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens05.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens06.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens07.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens08.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens09.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens10.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens11.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens12.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens13.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens14.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens15.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens16.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens17.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens18.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens19.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens20.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens21.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens22.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens23.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens24.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens25.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens26.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens27.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens28.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens29.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens30.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens31.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens32.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens33.texture

 


High Visibility Mouse Cursors

Busy screens can make you lose track of your mouse cursor. These cursors should stand out a little more. There are a few variants. If you have requests for different styles, please let me know. I made these back in 2011 and have since lost the original PSD files.

 

Download

High.Visibility.Mouse.Cursors.12thPower.v1.00.zip (133 KB .ZIP)

 

Preview

Spoiler

spacer.png

 

Revision History

Spoiler

August 28, 2019

  • Initial re-release.

 

Zip File Contents

Spoiler
  • High.Visibility.Mouse.Cursors.SetA.12thPower.v1.00.zip
    • ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
    • ..\data\texture_library\GUI\Cursors\cursor_point.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture

 

  • High.Visibility.Mouse.Cursors.SetB.12thPower.v1.00.zip
    • ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
    • ..\data\texture_library\GUI\Cursors\cursor_point.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_backward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_foreward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_horizresize.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_vertresize.texture

 

  • High.Visibility.Mouse.Cursors.SetC.12thPower.v1.00.zip
    • ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
    • ..\data\texture_library\GUI\Cursors\cursor_point.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture
    • ..\data\texture_library\GUI\Cursors\cursor_talk.texture
    • ..\data\texture_library\GUI\Cursors\cursor_wait.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_backward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_foreward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_horizresize.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_vertresize.texture

 

  • High.Visibility.Mouse.Cursors.SetD.12thPower.v1.00.zip
    • ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
    • ..\data\texture_library\GUI\Cursors\cursor_point.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture
    • ..\data\texture_library\GUI\Cursors\cursor_talk.texture
    • ..\data\texture_library\GUI\Cursors\cursor_wait.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_backward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_foreward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_horizresize.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_vertresize.texture

 

  • Preview.SetA.png
  • Preview.SetB.png
  • Preview.SetC.png
  • Preview.SetD.png

 

 


Neutral Character Selection and Creation Backgrounds

 

During character creation dark powers have a red tint. These backgrounds are grey so you can see what your powers really look like.

 

Download

Neutral.Character.Backgrounds.SetA.12thPower.v1.00.zip (4.36 KB .ZIP)

 

Preview

Spoiler

spacer.png

 

Revision History

Spoiler

August 28, 2019

  • Initial release.

 

Zip File Contents

Spoiler
  • ..\data\texture_library\GUI\CREATION\HybridUI\CharecterCreationUI\base_city_screens31.texture
  • ..\data\texture_library\GUI\CREATION\HybridUI\CharecterCreationUI\base_city_screens32.texture
  • ..\data\texture_library\GUI\CREATION\HybridUI\CharecterCreationUI\base_city_screens33.texture

 


Installation

These texture packs are completely safe and reversible. Just extract the folder structure directly to your main game location.

As an example, the folder structure of my teleporter beacon pack should resemble this:

 

<game location>\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\

<game location>\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\

 

Quick Installation Guide

Spoiler

spacer.png

 

Removal

Just delete the files you unzipped.

 


Acknowledgement

Huge thanks to @daiopowen from the Justice/Excelsior Discord (and creator of some nice custom cursors) for helping me with converting to the texture format.

 

Edited by 12thPower
  • Like 4
  • Thanks 12

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Posted (edited)

As an old blind dude, I might have to give those cursors a look... I lose mine all the damned time. Now I've just gotta get past Statement #1 and actually install them, lol.

 

EDIT: This took about 1 minute total to do and that cursor is going to be hard to lose, even in the mess my Ice/Storm puts on the screen, looks great, thank!

Edited by Warlawk
  • Like 1
  • Thanks 1

Numpad binds for Masterminds - A collection of Farming focused builds - MM /Time guide for all primaries

@Zen Warlawk on Indomitable, @Warlawk#1697 in discord.

Currently struggling with health problems. Gaming time nonexistent.

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20 hours ago, Caulderone said:

Very nice.  I like the Beacon replacements a lot.

THIS


OG Server: Pinnacle || Current Server: Torchbearer  || Also found on Indomitable & Excelsior (when needed)

Getting Started  ||  Dredd's Guide to Loading City of Heroes  ||  Install and Troubleshooting Guide v2

Mids' Reborn  ||  HeroStats  ||  Vidiot Maps  ||  QoL, Mods, etc  ||  Heroica! (by @Shenanigunner)

Old Forums  ||  Titan Network  ||  The City Representative (3rd party Info site for all servers)

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On 8/28/2019 at 11:30 PM, Warlawk said:

As an old blind dude, I might have to give those cursors a look... I lose mine all the damned time. Now I've just gotta get past Statement #1 and actually install them, lol.

 

EDIT: This took about 1 minute total to do and that cursor is going to be hard to lose, even in the mess my Ice/Storm puts on the screen, looks great, thank!

Me too, same result.

 

Thanks OP.

  • Like 1

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Do I need to enable the cursor once I've dragged it over? not working for me for some reason 😞

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On 9/8/2019 at 9:38 PM, Cause said:

Do I need to enable the cursor once I've dragged it over? not working for me for some reason 😞

The game checks the data folder for the files on launch. Where did you extract the zip file? It should look something like:

 

C:\City of Heroes\data\texture_library\GUI\Cursors\

  • Thanks 1

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I love the high-visibility cursors, thank you for uploading those. I have settled on Set B as my favorite, however it is just a tad small. Is there any way to post a version that is 50% larger?

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So there are multiple cursor colors, but when I installed it. Green was chosen for me, no issue with green, just wondering how I can cycle between them or choose them as a preference. 

 

disregard, I am apparently dumb. It would seem the cursor changes color based on the con of the enemy 

Edited by Sapphire Lotus

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I always run the game on Windows Scale 120% but for some reason lately the font size has increased on mission window and macros!!! 

 

Any suggestions??? 

 

Note : Other players' names font size remains as it was

Edited by Phoenix'

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On 8/30/2019 at 9:13 PM, Caulderone said:

Very nice.  I like the Beacon replacements a lot.

Not just THIS, but the way it should have been done in the first place!


229074767_Alt-itisSig.gif.f4c064596e9bdbfa0f3ca8e6ab0046be.gif

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Hello.  Thank you very much for these.  May I ask if there is any way to hide buff effects?

 

I know that you can use Minimal FX for most things, but it doesn't hide everything in some cases (e.g. Ice Armor).

 

Even if it was just client side hidden; it would be wonderful.

 

Also; any chance of alternate sound effects for Psionic and Gravity based powers?  I like the Electrical and Sonic alternatives in a similar post.

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On 8/28/2019 at 9:10 PM, 12thPower said:

Introduction

Found here will be a collection of texture mods, cursors, sound replacements, keybinds, and macros I've created. Hopefully, your gameplay will become more enjoyable.

 

Please report bugs and submit requests here.

 


Base Teleporter Beacon Labels

Ever been confused by base teleporters? This texture pack puts clear text labels on them.

 

Download

Base.Teleporter.Beacon.Labels.12thPower.v1.00.zip (1.87 MB .ZIP)

 

In-Game Preview

  Reveal hidden contents

spacer.png

 

Texture Thumbnail Previews

  Reveal hidden contents

spacer.png

spacer.png

 

 

Revision History

  Reveal hidden contents

August 28, 2019

  • Initial release.

 

Zip File Contents

  Reveal hidden contents
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens01.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens02.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens03.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens04.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens05.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens06.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens07.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens08.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens09.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens10.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens11.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens12.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens13.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens14.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens15.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens16.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens17.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens18.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens19.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens20.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens21.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens22.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens23.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens24.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens25.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens26.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens27.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens28.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens29.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens30.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens31.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens32.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\base_city_screens33.texture

 

  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens01.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens02.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens03.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens04.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens05.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens06.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens07.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens08.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens09.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens10.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens11.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens12.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens13.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens14.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens15.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens16.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens17.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens18.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens19.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens20.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens21.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens22.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens23.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens24.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens25.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens26.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens27.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens28.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens29.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens30.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens31.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens32.texture
  • ..\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\base_telearcaux_screens33.texture

 


High Visibility Mouse Cursors

Busy screens can make you lose track of your mouse cursor. These cursors should stand out a little more. There are a few variants. If you have requests for different styles, please let me know. I made these back in 2011 and have since lost the original PSD files.

 

Download

High.Visibility.Mouse.Cursors.12thPower.v1.00.zip (133 KB .ZIP)

 

Preview

  Reveal hidden contents

spacer.png

 

Revision History

  Reveal hidden contents

August 28, 2019

  • Initial re-release.

 

Zip File Contents

  Reveal hidden contents
  • High.Visibility.Mouse.Cursors.SetA.12thPower.v1.00.zip
    • ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
    • ..\data\texture_library\GUI\Cursors\cursor_point.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture

 

  • High.Visibility.Mouse.Cursors.SetB.12thPower.v1.00.zip
    • ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
    • ..\data\texture_library\GUI\Cursors\cursor_point.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_backward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_foreward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_horizresize.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_vertresize.texture

 

  • High.Visibility.Mouse.Cursors.SetC.12thPower.v1.00.zip
    • ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
    • ..\data\texture_library\GUI\Cursors\cursor_point.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture
    • ..\data\texture_library\GUI\Cursors\cursor_talk.texture
    • ..\data\texture_library\GUI\Cursors\cursor_wait.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_backward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_foreward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_horizresize.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_vertresize.texture

 

  • High.Visibility.Mouse.Cursors.SetD.12thPower.v1.00.zip
    • ..\data\texture_library\GUI\Cursors\cursor_friendly.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_closed.texture
    • ..\data\texture_library\GUI\Cursors\cursor_hand_open.texture
    • ..\data\texture_library\GUI\Cursors\cursor_point.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select.texture
    • ..\data\texture_library\GUI\Cursors\cursor_select_enemy.texture
    • ..\data\texture_library\GUI\Cursors\cursor_talk.texture
    • ..\data\texture_library\GUI\Cursors\cursor_wait.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_backward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_diagresize_foreward.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_horizresize.texture
    • ..\data\texture_library\GUI\Cursors\cursor_win_vertresize.texture

 

  • Preview.SetA.png
  • Preview.SetB.png
  • Preview.SetC.png
  • Preview.SetD.png

 

 


Neutral Character Selection and Creation Backgrounds

 

During character creation dark powers have a red tint. These backgrounds are grey so you can see what your powers really look like.

 

Download

Neutral.Character.Backgrounds.SetA.12thPower.v1.00.zip (4.36 KB .ZIP)

 

Preview

  Reveal hidden contents

spacer.png

 

Revision History

  Reveal hidden contents

August 28, 2019

  • Initial release.

 

Zip File Contents

  Reveal hidden contents
  • ..\data\texture_library\GUI\CREATION\HybridUI\CharecterCreationUI\base_city_screens31.texture
  • ..\data\texture_library\GUI\CREATION\HybridUI\CharecterCreationUI\base_city_screens32.texture
  • ..\data\texture_library\GUI\CREATION\HybridUI\CharecterCreationUI\base_city_screens33.texture

 


Installation

These texture packs are completely safe and reversible. Just extract the folder structure directly to your main game location.

As an example, the folder structure of my teleporter beacon pack should resemble this:

 

<game location>\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_aux\

<game location>\data\texture_library\WORLD\V_COV\Bases\Details\Functional\base_tele_arc_aux\

 

Quick Installation Guide

  Reveal hidden contents

spacer.png

 

Removal

Just delete the files you unzipped.

 


Acknowledgement

Huge thanks to @daiopowen from the Justice/Excelsior Discord (and creator of some nice custom cursors) for helping me with converting to the texture format.

 

https://prnt.sc/pc1919 
Custom Cursor bug
 

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So I've installed all of these (Thank you for the work!)

 

Slight problem with the teleport beacons though as they appear to be blank white screens.

 

Almost certainly something i am doing wrong but any advice would be appreciated.

screenshot_191011-09-54-05.jpg

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10 hours ago, CaptainAmazing said:

So I've installed all of these (Thank you for the work!)

Slight problem with the teleport beacons though as they appear to be blank white screens.

I'm not sure what is causing that. There must be something wrong with the textures I converted, not with what you're doing. If the textures hadn't been extracted to the right place, you would see nothing unusual at all, just the normal game texture.  I'll ask on the Ouro dev discord if anyone has seen this happen with the conversion tool.

 

Edit: They suggested either the files were corrupt or there was a graphics setting causing it. Can you try to redownload the zip file and extract it overtop of what the trouble textures?

Edited by 12thPower

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Not sure if this is the appropriate place (or person) to ask, but can we get the wall-mounted arrows (under Alphabet) to have a solid back so we can rotate the right arrow to point left?  Or can we create all four arrows (←↑↓→) in the base editor?  I'm not asking for lower case letters (yet), but the lack of a left-pointing arrow really is bothersome and it seems like it could be fixed by adding the "back" to the right arrow and rotating it around...?

 

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Minor issue with the teleport beacons: the alpha channels on the decorative 'flags' at the bottom edge of the Arcane beacons appear to be empty, causing the gaps to be filled with a black or white background that should be transparent:

 

image.png.3079d35613311b80727f95728300e853.png

 

This is an easy fix though; if you don't know how to do it yourself I could take a few minutes and put together some corrected files for you if you like.

Edited by Flashtoo

Character portrait artist for hire, PM for details!

Commissions: Open

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12 minutes ago, Flashtoo said:

Minor issue with the teleport beacons: the alpha channels on the decorative 'flags' at the bottom edge of the Arcane beacons appear to be empty, causing the gaps to be filled with a black or white background that should be transparent:

This is an easy fix though; if you don't know how to do it yourself I could take a few minutes and put together some corrected files for you if you like.

The alpha channel exists in the png file. I can attempt to convert them again, but I'm limited by the tool I was given. Can I ask what you're using to convert from png to texture?

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I use Leo's texture conversion script. What are the contents of your texinfo.txt file? You may be converting with the wrong settings.

 

EDIT: Found the problem. After examining the functionality myself (read: screwing around with fonts for a 'subtler' version of the text), I found that the texture conversion script doesn't seem to notice alpha channels in .png files. If you save as .dds or .tga it will work correctly!

 

image.png.d4d2cf2eddbec47c0c8f26e8953f0d3b.png

 

If anyone's interested I can share my version that sacrifices a little readability-at-distance in the name of aesthetic, too.

Edited by Flashtoo

Character portrait artist for hire, PM for details!

Commissions: Open

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