Inventory Creation VIA Destructables

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In jass, someone created a destructable based user interface. I know how some of it works, but I would like a little pointer in the direction of HOW he created the destructables to load like they are on screen.

These are the custom triggers he used. How does he manage to create the interface display like this?
The attatched .doc holds his triggers. (Over 58k characters in 3 triggers, around 22 pages)
The .zip file contains .mdls and .tgas/blps that he uses as his destructable models.
 

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  • FSInventory.doc
    140 KB · Views: 123
  • inv100mdls.zip
    87.8 KB · Views: 83

Sooda

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BX-TRS II Demo, is similar system, I guess 'fs' stands for 'Full Screen Inventory'. Graphics are made with imported custom model files which are used as units or special effects to create nice frame around item icons. Player view may be rotated into sky and then everything is created there. They use trackables instead destructibles which can detect mouse hoovering over them and clicks.
 

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The FS (full screen) one they use trackables for the mouse, but all the art on screen is a destructable, using an imported model file mapped with ingame textures. I've looked at the BX one, but less then I have at the FS version. The thing is, at first glance, the BX one looked a bit more complicated. Can you find the code section in that map where they create the inventory interface?
 
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