most of the UI stuff is in panel.qb, open it in THQBEditor and find this part.
Code: Select all
#00075 Trick_Text_Properties = STRUCT{
Positions = ARRAY(
STRUCT{
pos = STRUCT{
VECTOR[320.0; 390.0; 0.0] just = PAIR[0.0; 1.0]
}
dims = PAIR[950.0; 60.0]
}
<several structs here>
)
drawer = trick_font
between_line_spacing = 4
text_duration = 20
scale = 0.8
max_scale = 0.9
min_scale = 0.5
pulse_rate_up = 0.05
pulse_rate_down = 0.02
falling_color = STRUCT{
VECTOR[180.0; 25.0; 0.0] alpha = 90
}
gap_text_color = STRUCT{
VECTOR[0.0; 128.0; 0.0] alpha = 128
}
special_text_color = STRUCT{
VECTOR[128.0; 128.0; 0.0] alpha = 128
}
score_drawer = trick_score_font
score_pos_split_h = STRUCT{
VECTOR[320.0; 409.0; 0.0] just = PAIR[0.0; 0.0]
}
score_pos = STRUCT{
VECTOR[320.0; 400.0; 0.0] just = PAIR[0.0; -1.0]
}
}
positions array contains several struct which probably were meant to be used in different modes, but you actually only need the first one.
pos = STRUCT{ VECTOR[320.0; 390.0; 0.0] <= this defines the middle top point of the trick text area (see image)
dims = PAIR[950.0; 60.0] <= this defines width and height of trick text area.
lower you can find several params that define scale and pulsing -
scale (normal scale),
max_scale (max pulsing scales),
min_scale (min pulsing scale),
pulse_rate_up (speed of pulsing up),
pulse_rate_down (speed of pulsing down)
Vectors in
falling_color, gap_text_color and
special_text_color define color for failed combo text, gap text and special text.
the last one is
score_pos, vector there defines the top left point of the score and multiplier.
the numbers are not the actual screen pixels, so you'll have to play around to find how much should you change it.
the last one is score text scale, but to change that we'll need to open frontend.qb and find this:
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#00549 setproperty STRUCT{
type = textdrawer
name = trick_score_font
values = STRUCT{
font = "trick.fnt"
spacing = 3
defaultScale = 1
defaultColor = VECTOR[160.0; 160.0; 160.0]
defaultAlpha = 110
just_center_x just_top shadow_off = PAIR[0.15; 0.15]
}
}
this defines
trick_score_font text properties which is used to draw score. obviously, we just have to change the
defaultScale param.
also thps3 allows to add shadow to any text by offset. but THPS2 font already got shadows, so you can change
shadow_off to zeroes for both
trick_font and
trick_score_font and it won't be shaded twice.
don't forget to backup your files becore something went wrong.