Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2930517906
I would like to know if is going to work for the latest verions of CS MT (all DLC inclued ParkLife) ?
Thanks
UICategories are collected from loaded assets, but the (default automatically generated) tab/button sprites/icons are are all loaded from the same predefined texture atlas following the naming convention ("SubBar" + UICategory + {"","Focused","Hovered","Pressed","Disabled"}).
In theory it should be possible to use any arbitairy name for a UICategory-- If there is not some form of error checking (or unhandled exception path) that would prohibit this.
But to get a proper custom icon on the new category's tab you would need to find some way to get the game to load your sprite set into the default's texture atlas, or cause it to load different specified sprites for your custom tab; all while resolving collisions when users download seperately packaged assets of your design laign on the same tab/sub grouping.
(btw by accident I found out that I could pseudo-create new tabs within primary UI categories if I picked, for example, item class=beautification item and UI category=PublicTransportTrain, but I'm specifically asking about real new tabs within the primary UI categories)
Personally I think that having them grouped together makes the most sense, provided they all can fit in the toolstrip in the same time, otherwise it would make sense to split them into smaller sets so that users can find them more easily.
'cause, if by some slim chance, someone would pick a number that's inbetween my assets, that'd be weird, so I'm thinking about giving them all the same number to make sure no other asset will slip inbetween.
What do you think? Is it better to have my assets take a random spot amongst each other, or rather risk another item slipping inbetween?
The game will load assets in a random-nondeterministic order, but then sort them by their UIPriority; so multiple items with the same priority will still be lumped together by the sort, but inside that lump the items will be in a random order.
so for example you could start at a large number so you know that no one will screw up your order... you could so something like 12,000. then 12,001 and so on. I wanted this mod so when I upload certain stuff I like to keep similar types of things together.. Just recently I did the parking lots and the road girders.
I've linked Shroomblaze's tutorial in the description for a better explaination instead.