Portrait behind dialog problem

eXirrah

New Member
Reaction score
51
I am trying to recreate the starcraft briefing room and I'm using a dialog
with an image item to create the background image.
What I want to do next is to create 4 portraits (as it is in SC1 brf room), but the dialog is always on top of them.
When I remove the dialog the portraits are there.

I need a way to make the portraits show on top of the dialog or a new
way to create a background image.

Please help!

+rep for helpful suggestions
 

Galdiuz

Creator of Photon Command
Reaction score
98
Code:
Dialog - Set (Last created dialog item) Render Priority to 511 for (All players)
This might be something for you.
 

Galdiuz

Creator of Photon Command
Reaction score
98
Then you could just use
Code:
Dialog - Hide the background image of (Last created dialog)
and then make borders/background manually with dialog items.

Oh, and if i'm not wrong the last created dialog is always on top, so if you create the portraits, and then create the background the background will be on top.
 

eXirrah

New Member
Reaction score
51
I can't use the dialog background cause it messes up the image anyway.
I currently use dialog item for the background.

Code:
        Dialog - Create a Non-modal dialog of size (500, 400) at (0, 0) relative to Center of screen
        Variable - Set BrfDialog = (Last created dialog)
        Dialog - Set BrfDialog to be fullscreen true
        Dialog - Show BrfDialog for (All players)
        Dialog - Create an image for dialog BrfDialog with the dimensions ((BrfDialog width), (BrfDialog height)) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image BKImage as a Normal type with tiled set to false tint color White and blend mode Normal
        Dialog - Set BrfDialog to use Render To Texture channel 1
        Variable - Set BrfBk = (Last created dialog item)
        Dialog - Set BrfBk full dialog layout true for (All players)

Code:
        Portrait - Create a portrait sized (237, 360), at position (0, 0) relative to Center of screen,  and show model Odin (look from camera Default Portrait Camera and play its Default animation) (initially Visible) (Wait until loaded)
        Variable - Set BrfPortraits[0] = (Last created portrait)
        Portrait - Show BrfPortraits[0] for (All players) (Do force visible)
        Portrait - Set BrfPortraits[0] channel to 5
 

Galdiuz

Creator of Photon Command
Reaction score
98
Then try this, it should work. It works for me atleast.
Code:
        Dialog - Create a Non-modal dialog of size (500, 400) at (0, 0) relative to Center of screen
        Variable - Set BrfDialog = (Last created dialog)
        Dialog - Set BrfDialog to be fullscreen true
        Dialog - Show BrfDialog for (All players)
        Dialog - Create an image for dialog BrfDialog with the dimensions ((BrfDialog width), (BrfDialog height)) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image BKImage as a Normal type with tiled set to false tint color White and blend mode Normal
        [COLOR="Red"][B]Dialog - Set (Last created dialog item) Render Priority to 1 for (All players)[/B][/COLOR]
        Dialog - Set BrfDialog to use Render To Texture channel 1
        Variable - Set BrfBk = (Last created dialog item)
        Dialog - Set BrfBk full dialog layout true for (All players)
Code:
        Portrait - Create a portrait sized (237, 360), at position (0, 0) relative to Center of screen,  and show model Odin (look from camera Default Portrait Camera and play its Default animation) (initially Visible) (Wait until loaded)
        [COLOR="red"][B]Dialog - Set (Last created dialog item) Render Priority to 513 for (All players)[/B][/COLOR]
        Variable - Set BrfPortraits[0] = (Last created portrait)
        Portrait - Show BrfPortraits[0] for (All players) (Do force visible)
        Portrait - Set BrfPortraits[0] channel to 5

EDIT: Oh, and what does the RTT Channels do?
 

eXirrah

New Member
Reaction score
51
I got no idea... I was just testing if this action will change a thing,,,

The only way to make the portrait visible is to apply some sort of
blending to the dialog image, but it doesn't look very good.

EDIT: BTW setting rendering priorities didn't work...
 
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