12thPower Posted August 29, 2019 Share Posted August 29, 2019 (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 Texture Thumbnail Previews Spoiler 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 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..\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 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..\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 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 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 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 August 30, 2019 by 12thPower 7 18 1 Supergroup Base Teleporter Labels, Custom Mouse Cursors, and More Link to comment Share on other sites More sharing options...
12thPower Posted August 29, 2019 Author Share Posted August 29, 2019 Reserved for future use. Supergroup Base Teleporter Labels, Custom Mouse Cursors, and More Link to comment Share on other sites More sharing options...
12thPower Posted August 29, 2019 Author Share Posted August 29, 2019 Reserved for future use. Supergroup Base Teleporter Labels, Custom Mouse Cursors, and More Link to comment Share on other sites More sharing options...
Warlawk Posted August 29, 2019 Share Posted August 29, 2019 (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 August 29, 2019 by Warlawk 6 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 mostly recovered from health problems. Gaming time nonexistent inconsistent. Link to comment Share on other sites More sharing options...
Caulderone Posted August 31, 2019 Share Posted August 31, 2019 Very nice. I like the Beacon replacements a lot. Link to comment Share on other sites More sharing options...
WanderingAries Posted August 31, 2019 Share Posted August 31, 2019 20 hours ago, Caulderone said: Very nice. I like the Beacon replacements a lot. THIS OG Server: Pinnacle <||> Current Primary Server: Torchbearer || Also found on the others if desired <||> Generally Inactive Installing CoX: Windows || MacOS || MacOS for M1 <||> Migrating Data from an Older Installation Clubs: Mid's Hero Designer || PC Builders || HC Wiki || Jerk Hackers Old Forums <||> Titan Network <||> Heroica! (by @Shenanigunner) Link to comment Share on other sites More sharing options...
DarknessEternal Posted September 6, 2019 Share Posted September 6, 2019 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. 1 Link to comment Share on other sites More sharing options...
Cause Posted September 9, 2019 Share Posted September 9, 2019 Do I need to enable the cursor once I've dragged it over? not working for me for some reason 😞 Link to comment Share on other sites More sharing options...
12thPower Posted September 11, 2019 Author Share Posted September 11, 2019 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\ 1 Supergroup Base Teleporter Labels, Custom Mouse Cursors, and More Link to comment Share on other sites More sharing options...
AboveTheChemist Posted September 17, 2019 Share Posted September 17, 2019 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? Popmenus > Badge List | Optimal Paths | Conversion Possibilities | Emotes Wiki Pages > Costume Color Schemes | Set Bonus Comparison Tables Maps > Vidiotmaps | Optimal Paths | Halloween GM Maps | Winter Gift Maps | Offline Map Viewer Sounds > Banshee Sonic Attack Datasets > Recipe Salvage Components | Badge Name & Settitle ID | Exploration Badge & History Plaque Coordinates Link to comment Share on other sites More sharing options...
Sapphire Lotus Posted September 17, 2019 Share Posted September 17, 2019 (edited) 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 September 18, 2019 by Sapphire Lotus Link to comment Share on other sites More sharing options...
12thPower Posted September 18, 2019 Author Share Posted September 18, 2019 On 9/17/2019 at 11:07 AM, AboveTheChemist said: 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? I'll see what I can come up with. 1 Supergroup Base Teleporter Labels, Custom Mouse Cursors, and More Link to comment Share on other sites More sharing options...
Phoenix' Posted September 20, 2019 Share Posted September 20, 2019 (edited) 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 September 20, 2019 by Phoenix' Link to comment Share on other sites More sharing options...
B5Freak Posted September 25, 2019 Share Posted September 25, 2019 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! Link to comment Share on other sites More sharing options...
TempestZen Posted September 26, 2019 Share Posted September 26, 2019 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. Link to comment Share on other sites More sharing options...
Vhayne Posted September 28, 2019 Share Posted September 28, 2019 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 Texture Thumbnail Previews Reveal hidden contents 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 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..\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 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 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 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 Link to comment Share on other sites More sharing options...
CaptainAmazing Posted October 11, 2019 Share Posted October 11, 2019 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. ZERO MERIDIAN (AFFILIATED WITH THE HOUNDS OF L❤️VE) REUNION SERVER ZM WATCHTOWER, Geosynchronous Low-Earth Orbit, Lat 51.476852 Long -0.000500, enterbasefrompasscode ZEROMERIDIAN-1121 ZM Watchtower is for all heroes at all times, all we ask is that you set your visual scale /vis_scale 10 Link to comment Share on other sites More sharing options...
12thPower Posted October 11, 2019 Author Share Posted October 11, 2019 (edited) 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 October 11, 2019 by 12thPower Supergroup Base Teleporter Labels, Custom Mouse Cursors, and More Link to comment Share on other sites More sharing options...
r0y Posted December 3, 2019 Share Posted December 3, 2019 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...? Link to comment Share on other sites More sharing options...
12thPower Posted December 3, 2019 Author Share Posted December 3, 2019 Unfortunately, that's not something I can fix. Supergroup Base Teleporter Labels, Custom Mouse Cursors, and More Link to comment Share on other sites More sharing options...
Flashtoo Posted December 4, 2019 Share Posted December 4, 2019 (edited) 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. Edited December 4, 2019 by Flashtoo Character portrait artist for hire, PM for details! Commissions: Closed, Sorry Link to comment Share on other sites More sharing options...
12thPower Posted December 4, 2019 Author Share Posted December 4, 2019 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? Supergroup Base Teleporter Labels, Custom Mouse Cursors, and More Link to comment Share on other sites More sharing options...
Flashtoo Posted December 4, 2019 Share Posted December 4, 2019 (edited) 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! If anyone's interested I can share my version that sacrifices a little readability-at-distance in the name of aesthetic, too. Edited December 5, 2019 by Flashtoo Character portrait artist for hire, PM for details! Commissions: Closed, Sorry Link to comment Share on other sites More sharing options...
Shadow_Slapper Posted February 3, 2020 Share Posted February 3, 2020 Thanks for the mouse cursors ;). Link to comment Share on other sites More sharing options...
Archaeon Posted February 28, 2020 Share Posted February 28, 2020 On 12/4/2019 at 11:32 PM, Flashtoo said: 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! If anyone's interested I can share my version that sacrifices a little readability-at-distance in the name of aesthetic, too. Those look great, can i ask for a link? Also, kudos to 12th for the original texture pack. Link to comment Share on other sites More sharing options...
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