nyuuzyou/wikis huggingface dataset:
Skinning HowTo/Increase the transparency of unfocused Chat windows

<< Back to Skinning HowTo/Basics
This HowTo is written for version: 1.20 Viewer and higher.
= Intro = 
The transparent effect of the Local Chat and IM windows involves the interaction of several color values including: FocusBackgroundColor, DefaultBackgroundColor, ChatHistoryBgColor. This ChatHistoryBgColor is referenced in the files floater_chat_history.xml and floater_instant_message.xml in a few text_editor widgets.... the color is laid on top of the floater's own background color.
In the UI look of version 1.20, the greatest concern has been paid to legibility of the text on a dark background; thus even when the floater is unfocused, the chosen colors have sharp enough contrast to keep the chat text comfortably readable. However there is a tradeoff with the opacity of that floater when it becomes unfocused. (In previous versions, the floater would become much more transparent - ie see the world behind it.)
You may prefer to see more of the world through an unfocused Chat window. The following modification will accomplish that-- however, note that it does make grey (passive) text in window to be harder to read against the fainter background! (ie text like timestamps)
= HowTo =
== Set a new value of ChatHistoryBgColor in the XML ==
=== In folder \SecondLife\skins\[SKINNAME] ===
(Note: In a Release Candidate version, the folder referenced here is instead \SecondLifeReleaseCandidate\skins\[SKINNAME]\, where [SKINNAME] is the particular viewer skin: 'default' or 'silver')
:colors_base.xml
:Do not change anything in this file! This is the file which has the base entry for ChatHistoryBgColor: <ChatHistoryBgColor value="0, 30, 80, 200" />
Step 1. colors.xml
In this file (which will override the above values), paste the following as an entry between the <settings></settings> tags. This specifies a lower Opacity (or "Alpha") value of 128 instead of 200:
 <ChatHistoryBgColor value="0, 30, 80, 128" />
Step 2. Save the file colors.xml, and relaunch the SL viewer
== To undo this color if you change your mind ==
# Open colors.xml as above, and delete the entry you made <ChatHistoryBgColor value="0, 30, 80, 128" />
# Save the file colors.xml, and relaunch the SL viewer'''
Category:Skinning
Skinning HowTo/Increase the transparency of unfocused Chat windows/ja

<< スキン作成方法/基本に戻る
この方法はバージョン1.20ビューア(Release Candidate)に関して書かれています。
= 初めに = 
ローカルチャットとIMのウィンドウの透過効果は FocusBackgroundColor、 DefaultBackgroundColor、 ChatHistoryBgColorを含んだいくつかの明度に関連を伴います。このChatHistoryBgColorは、少数の text_editor ヴィジェットのfloater_chat_history.xmlと floater_instant_message.xmlファイルに参照されており、文字色はフローター自身の背景色の上に重ねられます。
バージョン1.20でのUI外観では、最大の関心は暗い背景上でのテキストの視認性に費やされてきました。それゆえフローターにフォーカスが当てられていないときでさえ、選択された色はチャットテキストが楽に読み続けられるように、はっきりとした十分なコントラストを持っています。しかしながらフォーカスが外れるときのフローターの透過度はトレードオフです。(前のバージョンでは、フローターはなおさら透き通っていたでしょう。つまり、それの後ろ側に世界がみえるくらいに。)
あなたはフォーカスが外れたチャットウィンドウを通して、世界を更に見ることを選ぶこともできるでしょう。以下の変更点はそれを成し遂げることができます。しかしながら、おぼろげな背景に逆らって読むのが難しくなるウィンドウに、灰色の（はっきりとしない）テキストを作るので注意しましょう！（例えば、タイプスタンプのようなテキストです）
= やり方 =
== XMLにChatHistoryBgColorの新しい値を設定します ==
=== \SecondLifeReleaseCandidate\app_settings フォルダ内 ===
:colors_base.xml
:このファイル内は何も変えないでください！　これはChatHistoryBgColorの基本入力ファイルです。<ChatHistoryBgColor value="0, 30, 80, 200" />
ステップ 1. colors.xml
（上記の値で上書きされるだろう）このファイル内では、<settings></settings>タグ間の入力に続いて貼り付けます。これは200の代わりに128の弱不透明（あるいはアルファ）値を指定します。
 <ChatHistoryBgColor value="0, 30, 80, 128" />
ステップ 2. colors.xmlファイルを保存し、SLビューアを再起動します
== やり方を変える場合、この色を戻すこと ==
# 上記のcolors.xmlを開き、あなたがつくった<ChatHistoryBgColor value="0, 30, 80, 128" />の入力を削除します。
# colors.xmlファイルを保存し、SLビューアを再起動します
Category:Skinning/ja
Skinning HowTo/Make window backgrounds MORE opaque

<< Back to Skinning HowTo/Basics
This HowTo is written for version: 1.20 Viewer and higher.
= Intro = 
The transparent effect of various UI windows in the 1.20 viewer involves one very important color entry, DefaultBackgroundColor.
In the Default and Silver skin look of version 1.20, the transparency treatment of most windows, when they are unfocused, is set around 45%-50% transparent. This gives them the effect of fading into the background when you are not using them.
For legibility, you may prefer that these windows stay MORE OPAQUE, even when you are not directly using them. The following modification will accomplish that.
= HowTo =
== Set a new value of ChatHistoryBgColor in the XML ==
=== A. Look in folder \SecondLife\skins\DEFAULT ===
:(Note: In a Release Candidate version, the folder referenced here is instead \SecondLifeReleaseCandidate\skins\DEFAULT\
:colors_base.xml - Do not change anything in this file! This is the file which has the base entry for DefaultBackgroundColor: <DefaultBackgroundColor value="62, 62, 62, 140" />. The value of 140 means about 55% opaque/45% transparent)
Step 1. colors.xml
In this file (which will override the above values), paste the following as an entry between the <settings></settings> tags. This specifies a HIGHER Opacity value of 220 instead of 140. This is about 85% opaque:
 <DefaultBackgroundColor value="62, 62, 62, 220" /> 
Step 2. Save this file colors.xml.
=== B. Look in folder \SecondLife\skins\SILVER===
:(Note: In a Release Candidate version, the folder referenced here is instead \SecondLifeReleaseCandidate\skins\SILVER\
:colors_base.xml - Do not change anything in this file! This is the file which has the base entry for DefaultBackgroundColor for the Silver skin: <DefaultBackgroundColor value="165, 180, 200, 128" />. The value of 128 means 50% opaque/50% transparent)
Step 3. colors.xml
In this file (which will override the above values), paste the following as an entry between the <settings></settings> tags. This specifies a HIGHER Opacity value of 220 instead of 128. This is about 85% opaque:
 <DefaultBackgroundColor value="165, 180, 200, 220" />
Step 4. Save this file colors.xml.
Step 5. Restart the Second Life viewer.
== To undo this color if you change your mind ==
# Open \SecondLife\skins\DEFAULT\colors.xml as above, and delete the entry you made <DefaultBackgroundColor value="62, 62, 62, 220" /> 
# Save this file colors.xml.'''
# Open \SecondLife\skins\SILVER\colors.xml as above, and delete the entry you made <DefaultBackgroundColor value="165, 180, 200, 220" /> 
# Save this file colors.xml, and relaunch the SL viewer.'''
Category:Skinning
Skinning How To

== Contents ==
Skinning How To/Add 3rd party skins to the skins preferences panel
Skinning How To/Add custom artwork to the viewer
Skinning How To/Add custom fonts to the viewer
Skinning How To/Artwork dependencies
Skinning How To/Edit a menu
Skinning How To/Edit the menu
Skinning How To/Element Attribute List
Skinning How To/Fully commented colors.xml file
Skinning How To/Hardcoded limits in the xml files
Skinning How To/Legacy files
Skinning How To/Remove the release keys button
Skinning How To/Revert 1.20 to a Classic look
Skinning How To/Skin the viewer
Skinning How To/The XML files/fonts.xml
Skinning How To/The XML files/panel bars.xml
Skinning How To/The XML files/panel overlaybar.xml
Skinning How To/The XML files and what they do
Skinning How To/The XML files in Viewer 2.xml
Skinning How To/Things you can and cannot do with the toolbar
Skinning How To/Viewer crash causes
Skinning How To/Window sizing and resizing
Skinning How To/Add custom artwork to the viewer

= Introduction =
A simple file replace is not all you can do with skinning. You can also add your own artwork, with your own file names if you wish. These can take the form if icons, buttons, or backgrounds. 
= Adding artwork =
The viewer supports files saved in PNG, TGA, or J2C formats. To add your own artwork to the viewer:
# Save your image in one of the formats listed above. For example, foo.tga.
# Move foo.tga to the SecondLifeReleaseCandidate\skins\[SKIN]\textures folder, [SKIN] being the name of the viewer skin you want to add your artwork to. 
# In the textures folder, find and open the file textures.xml and add the following line: <foo.tga preload="true"/> anywhere between <textures> and </textures>. (Note that you can also use scale_rect values for your texture. For more information, read scale_rect).
The setting preload="true"/> ensures the texture loads on startup. 
= Using your artwork =
To use your artwork, you need to reference it in another xml file. For example:
<icon
 bottom="0"
 follows="left|right|top|bottom"
 height="26"
 image_name="foo.tga" 
 left="0"
 scale_image="true"
 width="100" />
or
<button 
 bottom="0"
 font="SansSerif"
 height="20"
 image_disabled="foo3.tga"
 image_disabled_selected="foo4.tga"
 image_overlay="icn_foo.tga" 
 image_selected="foo.tga" 
 image_unselected="foo2tga" 
 label="foo"
 left="0"
 name="foo"
 tool_tip="Show foo" /> 
Any combination of image_* parameters can be used for buttons, and using your texture as an icon in its own panel is an easy way to create your own backgrounds for UI elements.
Category:Skinning
Skinning How To/Add custom fonts to the viewer

NOTE: This page is somewhat old. In version 1.23 of the viewer there is a new ability to specify fonts in the XML files. Please see Skinning How To/The XML files/fonts.xml for more information.
= Introduction = 
There are three font styles you can add to your skin:
* FontSansSerif (Regular text)
* FontSansSerifBold (Bold text)
* FontMonospace (Script Editor text)
These fonts are currently set in settings.xml (the file that holds all the viewer settings). Settings.xml should be included in skins. However, the default fonts for these are also included in the viewer in the SecondLifeReleaseCandidate\fonts\ folder, thus can be replaced.
= Replacing the viewer fonts with your own =
WARNING: Be SURE you have distribution and modify rights to the fonts you use. You cannot alter or distribute proprietary fonts. 
In the SecondLifeReleaseCandidate\fonts\ folder, you'll see the following font files: 
* MtBkLfRg.ttf (Sans serif font)
* MtBdLfRg.ttf (Sans serif bold font)
* profontwindows.ttf (Monospace font)
These are the default fonts the viewer uses (i.e. the default ones set in settings.xml). 
To replace them:
# Download a free or open source font (.ttf file), or create your own. The font can be serif if you'd like.
# Delete or rename the pre-installed viewer fonts.
# Rename your font to the same name as the viewer fonts you want to replace. 
# Run Second Life. 
Note that some fonts will not work well with the viewer. This is very much a try-as-you go process.
Category:Skinning
Skinning How To/Artwork dependencies

= Introduction = 
Some portions of the UI are dependent on the same piece of artwork. This is a list of artwork that has multiple uses, and what those uses are. If you're creating a new skin from scratch and wondering why a particular texture is showing up some place it shouldn't, or why a value is having an unexpected effect, this list might help you. 
= rounded_square.tga =
* Background texture for the loading bar. 
* Horizontal/Vertical scrollbars.
* Background texture for the scrollbars.
* Background texture for avatar names.
* Background texture for avatar and object tooltips.
* Background texture for friends online notifications, alerts, and dialog boxes (but not group notices). 
* Background texture for inworld chat. 
* Background texture for the rgb position of prims at the top of the screen. 
If rounded_square.tga isn't the right dimension it'll fail to load for everything but notifications and the scrollbar.
= fly_btn_left.tga = 
* Left portion of the Communicate button.
* Left portion of the play/pause/stop buttons.
= fly_btn_right.tga =
* Right portion of the Communicate button.
* Right portion of the play/pause/stop buttons.
= button_enabled_32x128.tga =
* All buttons not in the toolbar, including release keys, buttons in floaters, and the connect/quit buttons on startup
* Background texture for Active Speakers.
* Background texture for info buttons like (?).
* Background texture for audio settings and voice flyouts.
= square_btn_32x128.tga =
* Background texture for the combobox (i.e. "Gestures").
* Background texture for sortable list headers (i.e. "Name" and Volume in Active Speakers). Exception: the icon headers in the Friends List. Those backgrounds are included with the icons themselves. 
Category:Skinning
Skinning How To/Hardcoded limits in the xml files

= What is a hardcoded limit? =
A hardcoded limit is a limit on functionality by design. This is a list of hard coded limits in the current XUI implementation that limit just what a viewer skin can do. All of these are specific limitations that exist within the way the viewer handles certain elements of the user interface. This page is for addressing shortcomings in the current xml files, and should not be confused with the need for a fully scriptable interface. 
Under construction.
= Not able to set in XML =
At least, not yet. As Skinning project progresses, these should be addressed.
* panel_status_bar.xml doesn't allow layout changes. Likewise, there is no panel_menubar.xml.
* Menu entries for Attach/Detach Object. 
* Functions associated with buttons.
* Appearance Editor layout. You can only change tabs, strings, and buttons in floater_customize.xml.
* Flyouts always open vertical and up (for example, the list view in the communicate button, or the volume sliders).
* Default window positions can't be set (for example, can't make the script editor search window appear below the editor, or always open the minimap in the upper left).
* Specific images for flyout buttons (image_selected="" doesn't work).
= color_base.xml =
Certain elements of the viewer cannot be specifically colored. These are:
 
* Text color of the pie menu, inventory, and menus. 
** All three are controlled by MenuItemDisabledColor and MenuItemEnabledColor and cannot be individually changed, even though their backgrounds can be set to different colors. 
* Colors for chat, such as Owner say, Object say, etc. See VWR-8192.
* Color for clickable names cannot be set independent of URLs. 
* Color for chat console background.
* Color of avatar glyphs on the mini-map. 
* Text color of logged Chat text
** The color used to display previously logged chat in IM windows (also the color used for timestamps [00:00]) is hard-coded in the C++ code.
* Background color for inventory window (the treeview, ie, opening folders with objects etc.
** UPDATE: This is now settable with the entry InventoryBackgroundColor! The default value is "255, 255, 255, 80".
* Cursor color for line editors (TextCursorColor only works for notecards and scripts).
= floater_instant_message.xml =
* Text entry can only be done via line editors.
= Editing multiple xml files =
* Buttons that exist in one xml file cannot be moved to another xml file. Only rearranged in the file they're placed in.
* Some XML files do not require a relog in order to test changes, like panel_group_invite.xml. Others, like colors.xml, do.
= Fonts =
* Fonts can only be included by overwriting the old ones. 
* Font settings aren't currently skinnable in xml (fonts.xml and fonts_base.xml are prolly needed). 
* Only three font sizes possible, and the sizes can't be skinned. 
= Misc =
* Can't associate overrides.xml file with a skin. Overrides.xml only works when placed in a user's profile folder, and has to be manually loaded. 
Category:Skinning
Skinning How To/Legacy files

= Intro =
These files are included in the installer but aren't actually used anymore. If you're creating a new skin, you don't have to change them.
= \skins\textures =
* icn_media.tga
* icn_media-pause.tga
* icn_media-pause_active.tga
* icn_media-pause_disabled.tga
* icn_media-pause_enabled.tga
* icn_media-play.tga
* icn_media-play_active.tga
* icn_media-play_disabled.tga
* icn_media-play_enabled.tga
* icn_media-stop_active.tga
* icn_media-stop_disabled.tga
* icn_media-stop_enabled.tga
* icn_music.tga
* icn_music-pause.tga
* icn_music-play.tga
* music_icon.tga
* status_no_voice.tga
Category:Skinning
Skinning How To/Remove the release keys button

= Intro =
The "Release Keys" button is part of panel_overlaybar.xml. This file controls the toolbar portions that aren't part of the main toolbar, such as the chat bar, media controls, voice controls, as well as the "Release Keys", "IM Received", "Set Not Busy", "Mouselook," and "Stand Up" buttons. 
= Removing Release Keys =
In 1.20+ all layout settings are in the en-us folder. To remove the release keys button:
# Browse to \SecondLife\skins\default\xui\en-us\ for 1.20, or \SecondLife\skins\xui\en-us\ for version 1.19.1.4. 
# Open panel_overlaybar.xml in a text or xml editor. 
# Scroll down the file about halfway. You'll see a row of <button> tags. 
# Find: 
<button bottom="1" follows="left|bottom" font="SansSerif" halign="center" height="20"
 label="Release Keys" label_selected="Release Keys" left="229"
 name="Release Keys" scale_image="true"
 tool_tip="A script has taken control of your keys. Click here to release them."
 width="102" />
# Delete this section.
# Save and relog. The "Release Keys" button will now be gone.
Category:Skinning
Skinning How To/Skin the viewer

= Introduction =
This is a basic guide to skinning the Second Life viewer. Generally, creating a new skin for the viewer typically involves two steps:
# Recoloring the texture files (buttons, icons, toolbar, etc).
# Recoloring the viewer elements set in colors.xml (text color, window color, etc). 
= Recoloring =
== Texture files ==
* The viewer's texture files are located in \SecondLife\skins\[SKIN]\textures (where is the particular viewer skin).
Almost all the files you need to edit are in the (.tga) format and must be opened with an to be changed. These are named after their functions:
* icn_* files are icons.
* ff_* files related to the friends list. 
* inv_folder* files are inventory folders.
* inv_item* files are inventory items. 
Etc. 
*NOTE: This folder also contains files in the (.j2c) format. These are the OI HUD and miscellaneous viewer files. You will never need to edit them, except if you want to change the login screen (). To do so, you need to have a program that can save Jpeg2000 Codestream files (any program that can write or files; the two extensions are interchangeable). 
To recolor an image:
# Open it in your image editor.
# Apply a color mask.
# Save it, overwriting the original image. 
This process is unique to the program you're using, but Yukiko Omegamu has provided a video tutorial for Photoshop.
== Viewer colors ==
All non-texture colors in the viewer are set in the xml file colors_base.xml. This file is located in \SecondLife\skins\[SKIN]\. 
Colors are set using the following format:
value="[RED],[GREEN],[BUE],[OPACITY]" 
...where R,G,B,Opacity are each in the range 0-255. For opacity, 128 is half opacity (ergo, half transparent).
(Note: Opacity is also sometimes called the Alpha value. See this tutorial for a more detailed explanation of RGB).
* You can use the website http://www.colorschemer.com/online.html to quickly generate RGB values. 
=== Editing colors.xml ===
Editing colors_base.xml is not recommended, as any typo will cause the viewer to crash on startup. Instead, edits should be made in colors.xml, which can be found in the same folder. There are two ways to do so: 
# Copy the entries you want to edit from colors_base.xml into colors.xml, then change them there. 
# Use the fully commented colors.xml file on the wiki. 
* NOTE: Not everything can be colored as of yet. If you're looking for an entry you cannot find, check out hardcoded limits in the xml files. It maybe listed there.
= Editing other stuff =
* Read Skinning_HowTo/Basics and the accompanying tutorials.
Category:Skinning
Skinning How To/The XML files/panel bars.xml

* This page is a stub; feel free to add to it.
* This page is current as of the SL Viewer version 1.22.
== panel_bars.xml ==
This file sets the layout for all the bars -- meaning the horizontal "bars" or "bands" of basic UI structures. This also sets the clickable portion of the 3D world, in a panel named "spacer".
=== diagram ===
Skinning How To/The XML files/panel overlaybar.xml

* This page is a stub; feel free to add to it.
* This page is current as of the SL Viewer version 1.22.
== panel_overlaybar.xml ==
This file sets the layout of the Chat bar, various buttons related to the current avatar "state", media and voice controls (basically all the UI controls that stack on top of the main, bottom toolbar). 
=== diagram ===
Skinning How To/Viewer crash causes

= Introduction =
The viewer doesn't give any feedback when it crashes due to a skinning error, so it's best keep in mind any recent changes you make and go back over them if you do end up encountering a viewer crash. 
= Causes of crashes =
* Malformed xml in color_base.xml.
* Malformed xml in a button, or other control option.
* A texture is assigned in textures.xml, but the image isn't in the textures folder. 
* Font file name contains a dash. 
If the viewer crashes on startup or while opening any specific element of the viewer, do a thorough xml check of all the files associated with that element. Chances are some error slipped in. 
= Common xml errors =
* Forgetting a beginning or closing quote.
* Forgetting to close a tag with />, or add a closing tag at all.
* Double parameters in the same tag.
* Typos. 
It's recommended you use an xml editor rather than a text editor unless you really know what you're doing, as it should pick up these formatting errors. 
Category:Skinning
Skinning How To/Window sizing and resizing

= Introduction =
The default, minimum, and maximum sizes of floaters can all be changed in the viewer xml files. For consistency, all layout settings are set in the \skins\default\xui\en-us folder. Other language folders contain translation strings. 
For this example, we will be using a floater that's easy to mess with: the lag meter, or floater_lagmeter.xml. 
= Tutorial =
Open floater_lagmeter.xml in Komodo or your favorite text editor and you will see the following lines of code at the top of the file:
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<floater
 can_close="true"
 can_drag_on_left="false"
 can_minimize="true"
 can_resize="false"
 height="150"
 name="floater_lagmeter"
 rect_control="FloaterLagMeter"
 title="Lag Meter"
 width="350">
The parameters in the <floater> element control the size, positioning, and user abilities for the lag meter. 
= Toggling resizing =
Resizing is set by the parameter can_resize="" (true or false). 
In the example above you can see that can_resize="false" prevents the floater from being resized by the user. 
To allow resizing, change can_resize="" to true. The code should now read:
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<floater
 can_close="true"
 can_drag_on_left="false"
 can_minimize="true"
 can_resize="true"
 height="150"
 name="floater_lagmeter"
 rect_control="FloaterLagMeter"
 title="Lag Meter"
 width="350">
The lag meter is now resizable. 
= Default size =
The default floater size is set by the parameters height="" and width="" (in pixels). In the code above, you can see that the default height and width are set to height="150" and width="350". 
The maximum sizes for width and height are 1024 x 768 respectively. However, you will never need to set a floater that big (and shouldn't). Floaters set to full screen will have their lower portions obscured by the toolbar. 
Let's change the height="" to 500 and to width="" 300.
If you open the lag meter, you'll now notice its height and width are noticeably larger.
= Min and max size =
The maximum and minimum sizes for floaters are set by the parameters min_height="", min_width="", max_height="" and max_width="" (in pixels). 
For the lag meter, let's set the minimum and maximum to the following:
min_height="100"
min_width="300"
max_height="500"
max_width="700"
The lag meter's size defaults to 300x500 pixels, and can be resized to anywhere between 300x100 and 700x500 pixels.
* Note: if a window contains other elements, the minimum size of those elements must be changed for the window to shrink down correctly. For example, Search (floater_directory.xml, or Communicate (floater_chatterbox.xml).
Category:Skinning