WB4 needs an attitude adjustment!

Ok, koasati and I were talking about little things in wb4 that seem to not want to skin sometimes, yet at other times work fine even though you've done the exact same thing in two different skins.

Also, the images that supposedly must be 256colors in order to show up correctly, sometimes they don;t show up unless you increase the color depth to 16million colors. Other images that can be anything you want will only show up in 256colors. And, in one skin I am working on, I had to reduce it to 16colors! It's always possible to get it to work, but you have to pull your hair out to figure it out!


I was just wondering if Randy and I are the only ones noticing that? Are we just crazy or are other people having similar issues as well?


[Message Edited]
4,456 views 15 replies
Reply #1 Top
AT times it does seem to have a mind of its own.



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Reply #2 Top
erm No. Any image in the skin can be 24bit except shellstyle large images which have to be 8bit or 16bit to work, and if TGA will only work as 32bit.

Plus also best not to have images that have no transparency checked for translucency.
Reply #3 Top
I know, what You mean...
And even worse for beginners with WB-skinning like me. Many hours of unneccessary struggle against windmills, even with "only" updating a skin to XP and WB4...



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Reply #4 Top
It's actually the shellstyle large images that randy couldn;t get to work till he increased the color depth...hehe

at least, that's what he told me yesterday.
Reply #5 Top
except shellstyle large images which have to be 8bit or 16bit to work,

These images wouldn't show in the skin I'm working on, until I made them 24bit.



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Reply #6 Top
I tend to have a problem with Spinner glyphs.



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Reply #7 Top
Alpha blend has to be on for glyphs.
Reply #8 Top
The spinner glyphs I'm ok with, but the spinner buttons?? I can never get them to look right unless I mkae just a square box...but that's just me and my lack of creativity I guess *s*
Reply #9 Top
#2 by Citizen Voodoo_FreaK - 5/22/2003 6:02:12 AM erm No. Any image in the skin can be 24bit except shellstyle large images which have to be 8bit or 16bit to work, and if TGA will only work as 32bit.

#5 by Vagrant Koasati - 5/22/2003 7:29:32 AM except shellstyle large images which have to be 8bit or 16bit to work, These images wouldn't show in the skin I'm working on, until I made them 24bit.

These are the kinds of things which need to be fixed. Conflicting info by two different masters of the art



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Reply #10 Top
Here's a strange one. I had made an image for the systray arrow that had transparency. Everything looked ok until later while applying my last change, I got a black square where the tray arrow was. I fiddled with it adjusting margins, etc. but couldn't get rid of the black square. I browsed and used a different image (one from a different skin) and the image worked - no black square. Browsed again to use my original image - black square again. Hmm, both images were bmp, same res, same size, same margins, everything. Except the name. It seemed to turn out that my horizontal tray arrow and my vertical tray arrow had the same name (using same image) but different margins/content margins. The replacement image for horizontal had a different name so it worked. I changed the name of my original (showing as black square) image and no more black square.
Strange huh?
Reply #11 Top
I've only found the glyphs on the spinners to always show on one skin. Otherwise, usually the bottom or right spinner button never looks right.



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Reply #12 Top
With the glyphs you need to line it up correctly or they won;t show. if you just center them on each frame you're only going to get part of each one.
Reply #13 Top
Could someone explain to me what some glyphs are good for anyways ? I understand them in the startmenu and the 'logoff/please wait dialogs', but every section has glyphs, so what are they intended to do there ?
Reply #14 Top
Oh and while we are on it : What are 'image masks' good for ? Sorry to be such a pain...
Reply #15 Top
About image masks: There are two kinds. One is used for colorizing and the other one is used to mask the shape of UIS1+ borders.