Search Archive

Abb's NAV Mod V2.75 for 'Chrome Theme' - Upd. July 7 '10

By abb1 · Mar 23, 2010in Completed Mods/Themes💬 719 posts👁️ 85,531 views
Page 28 of 29
Posted Sep 02, 2010 · 00:43 UTC#676

Well, I asked this question because I want to move DYNAMICALLY many icons or layers of the map screen, in function of the current navigation state or user selection.

 

That is why I want to know how to use variable to set the x,y locations, again DYNAMICALLY, which lead to the question on how to add/substract to/from a given variable.

 

For example, if I want to move ICON_A from its current Y coordinate location to current+(50 pixels), I would use in the C langage current += 50, then instruct in the script using afterward the addition:

 

current += 50;
ICON_A.y current

 

Do you understand my question?

Posted Sep 02, 2010 · 23:36 UTC#677

Look like that is not possible, searching through the scripts files and can't find a single instance of arithmetic operation on variables ...

 

Abb, can you please point me to the SPRITE or TEXT object defining the position of the number inside a roundabout road sign? This number is to indicate the exit number to take after entering a roundabout, and I want to be able to move it along with the roundabout road sign.

 

Thanks.

Posted Sep 03, 2010 · 00:01 UTC#678
Look like that is not possible, searching through the scripts files and can't find a single instance of arithmetic operation on variables ...

 

Abb, can you please point me to the SPRITE or TEXT object defining the position of the number inside a roundabout road sign? This number is to indicate the exit number to take after entering a roundabout, and I want to be able to move it along with the roundabout road sign.

 

Thanks.

I dont think that this can be changed. The only thing that I was able to change in the signposts, was the color and the text size

Posted Sep 03, 2010 · 13:12 UTC#679

I dont think that this can be changed. The only thing that I was able to change in the signposts, was the color and the text size

 

I was able to change the signpost location. I will post a pic later.

 

What I want really to change at this time is the roundabout exit number during navigation. I changed the location of the next exit sign and secondary exit sign without problem, but the number within the roundabout, I can't locate it.

Posted Sep 03, 2010 · 16:08 UTC#680
Well, I asked this question because I want to move DYNAMICALLY many icons or layers of the map screen, in function of the current navigation state or user selection.

 

That is why I want to know how to use variable to set the x,y locations, again DYNAMICALLY, which lead to the question on how to add/substract to/from a given variable.

 

For example, if I want to move ICON_A from its current Y coordinate location to current+(50 pixels), I would use in the C langage current += 50, then instruct in the script using afterward the addition:

 

current += 50;
ICON_A.y current

 

Do you understand my question?

 

Assuming you can use variable for object's coordinates (I haven't coded iGO in a while, and don't have one handy right now)... You could use something like this (from Stanislavovich's speedcam scripts):

   vTmp.Set vCurrentSpeedcamSpeedLimit
   INCVAL "vTmp" vSpeedcamOverspeedTolerance

 

So, if vTmp is an integer variable, you would use .set to get the initial value. Then use INCVAL (or DECVAL) to add/subtract (you can use either other variable or a numeric constant).

Posted Sep 03, 2010 · 18:02 UTC#681
[
   vTmp.Set vCurrentSpeedcamSpeedLimit
   INCVAL "vTmp" vSpeedcamOverspeedTolerance

 

So, if vTmp is an integer variable, you would use .set to get the initial value. Then use INCVAL (or DECVAL) to add/subtract (you can use either other variable or a numeric constant).

 

That is really cool Boris! I grep INCVAL in the scripts and indeed found many occurrences of that, both with numerical and variables.

 

Thanks million! :D

Posted Sep 03, 2010 · 18:18 UTC#682

Can anybody point me to where are all those beautiful 3D icons for the next turn icons that Abb has created, within the DATA.ZIP folder.

 

I searched all the BMP within ui_pioneer\800_480 and ui_pioneer\common, but could find them. Or maybe they are in the compressed form and could be displayed by Windows?

 

Thanks.

Posted Sep 03, 2010 · 19:36 UTC#683
Can anybody point me to where are all those beautiful 3D icons for the next turn icons that Abb has created, within the DATA.ZIP folder.

 

I searched all the BMP within ui_pioneer\800_480 and ui_pioneer\common, but could find them. Or maybe they are in the compressed form and could be displayed by Windows?

 

Thanks.

They are found in the common folder and are labled 'diriconbig.bmp'. There is also the same file in the 'NIGHT' folder, so if you make changes to one, you have to make them to the other as well

Posted Sep 03, 2010 · 20:48 UTC#684
That is really cool Boris! I grep INCVAL in the scripts and indeed found many occurrences of that, both with numerical and variables.

 

Thanks million! :D

 

You're welcome! Now, the big test will be if you can do "object.x vTmp "

Posted Sep 04, 2010 · 00:26 UTC#685

They are found in the common folder and are labled 'diriconbig.bmp'. There is also the same file in the 'NIGHT' folder, so if you make changes to one, you have to make them to the other as well

 

Thanks. Still trying to locate the exit number for the roundabout. I can see just below the file that you mentioned two files called exitnums.bmp and exitnums_23.bmp, and it seems that all the numbers are there as BMP, but I don't know whether this file is referred and how to set the position.

 

Anyone can help?

Posted Sep 04, 2010 · 00:28 UTC#686
That is really cool Boris! I grep INCVAL in the scripts and indeed found many occurrences of that, both with numerical and variables.

 

Thanks million! :D

 

You're welcome! Now, the big test will be if you can do "object.x vTmp "

 

I will try that some day. For now I hardcoded the position of some icons relative to their initial position, and it works fine. I will report once I got a chance.

 

Thanks again.

Posted Sep 07, 2010 · 19:11 UTC#687
Look like that is not possible, searching through the scripts files and can't find a single instance of arithmetic operation on variables ...

 

Abb, can you please point me to the SPRITE or TEXT object defining the position of the number inside a roundabout road sign? This number is to indicate the exit number to take after entering a roundabout, and I want to be able to move it along with the roundabout road sign.

 

Thanks.

I dont think that this can be changed. The only thing that I was able to change in the signposts, was the color and the text size

 

Never mind Abb, I got the Roundabout exit number fixed. The root of the problem is because there are two instances of SPRITE sprNMRExitNum defined with the 800_480.ui file.

Posted Sep 22, 2010 · 20:33 UTC#688

Hmmm, looks like everybody is shifting to the V3.0 and this is becoming a dead thread :!:

 

Anyone still around using this V2.75 :?:

Posted Sep 30, 2010 · 23:18 UTC#689

Abb or anyone, did you ever try to call a POI with this mod? It doesn't work on my side with V2.75 (without modification).

 

  • Connect bluetooth
    Search any POI
    Select any POI, the planning screen appears
    Click on the info button (second on the left side, blue round with an 'i" inside)
    You should get a phone number (if not, try another POI)
    Click on "Call" on the bottom bar and nothing happens

 

Calling home by long-pressing the phone icon on the map screen or from the contacts list does work fine though?

 

Any idea?

Posted Oct 22, 2010 · 02:25 UTC#690

Hi ABB . Are you planing to update this mod?

Posted Oct 22, 2010 · 12:03 UTC#691

Hi ABB . Are you planing to update this mod?

No, this mod is as complete as it is going to get. If I was to update it further, I would have to put in menu layers, and then it would just be turned into my V3, which I am working on now. I will have V4 out by this weekend and it will be an 'All-in-One' with a new updated 'Chrome Theme' as well. That will be my next update which is now complete, I just have to try to find the time to make a new thread and upload it.

Posted Oct 23, 2010 · 19:04 UTC#692

Hi ABB . Are you planing to update this mod?

 

Hey bigboy,

 

I just inform abb that I am going to have an update to v2.75 since he no longer has intention to do so. If you are among the few that are still using this excellent mod (with smartzoom working among other things), it will worth the wait. Abb has already designed excellent graphics, but there will be lot of improvements that I can't myself described, especially in the functioning and operation of the software. Previous software has lot of small problems for my usage, although I don't think those are the results of abb's works (his Chrome mod v2.x was derived from other mods in this forum), and they have been corrected.

 

This should be coming in the next week or two.

 

Please bear with me :cool:

Posted Oct 24, 2010 · 00:07 UTC#693

Thanks for planing to update this mod I definitely going to wait for update.

Posted Oct 25, 2010 · 20:51 UTC#694

Hey bigboy,

 

I just inform abb that I am going to have an update to v2.75 since he no longer has intention to do so. If you are among the few that are still using this excellent mod (with smartzoom working among other things), it will worth the wait. Abb has already designed excellent graphics, but there will be lot of improvements that I can't myself described, especially in the functioning and operation of the software. Previous software has lot of small problems for my usage, although I don't think those are the results of abb's works (his Chrome mod v2.x was derived from other mods in this forum), and they have been corrected.

 

This should be coming in the next week or two.

 

Please bear with me :cool:

 

This is good news for the forum Chuck,thank you.

Posted Oct 25, 2010 · 23:31 UTC#695

Hey Chuck, just to give you a heads up on what I was thinking about earlier and it is easy to do with this mod. You can have a menu system up on the top row as the icons are up there now. except that you would have the main menu icons permanently up on top. when one button is pressed that leads to a submenu, you can have the present menu disappear from that location and a new menu will be in its place, eg. Route menu, Speed dials, etc., with a return button at the end bringing back the previous menu. This is simple to do, except that you would have to create about twenty or so icons that would match the present menu that is up in place. This would in turn be a mod with a whole new menu system as the main menu will always be up top until a button is pressed which would bring up the sub menu in it's place of that button. This is the setup that I was thinking about earlier, however, I went with the V3, using Diaftias mod instead as I liked the menu to be gone except when called upon. The only tough thing about this is that a lot of scripting will have to be done so that the when a submenu is selected, it to will fade, if the fade is selected. This again is not that hard to do, just time consuming

Edited Oct 25, 2010 by abb1
Posted Oct 26, 2010 · 00:12 UTC#696

Hey Chuck, just to give you a heads up on what I was thinking about earlier and it is easy to do with this mod. You can have a menu system up on the top row as the icons are up there now. except that you would have the main menu icons permanently up on top. when one button is pressed that leads to a submenu, you can have the present menu disappear from that location and a new menu will be in its place, eg. Route menu, Speed dials, etc., with a return button at the end bringing back the previous menu. This is simple to do, except that you would have to create about twenty or so icons that would match the present menu that is up in place. This would in turn be a mod with a whole new menu system as the main menu will always be up top until a button is pressed which would bring up the sub menu in it's place of that button. This is the setup that I was thinking about earlier, however, I went with the V3, using Diaftias mod instead as I liked the menu to be gone except when called upon. The only tough thing about this is that a lot of scripting will have to be done so that the when a submenu is selected, it to will fade, if the fade is selected. This again is not that hard to do, just time consuming

 

Hey Abb,

 

Thank you so much for the idea, it is rather great. However as for now, I have too many functions that I want to be able to access and I already have designed an interface for that matter since two months. One button will bring up a new transparent layer on top of the map and there will be menu buttons Toolbox, Navigation, Map, Application, under which all related functions are available. I didn't compare to your mod v3 or Diaftia's but I just hope that my mod is not too similar to it as far as menu access is concerned.

 

If so, please bear in mind that I original designed this only I thought it is for me, I and myself only, so that is no mean to be copycat or competition :oops:

 

You idea is great and honestly, I though about that before. However because I have big-ass fingers and find those menu icons really too small, I just leave them along and redesign another set of buttons. Like I said, I am really not an artist so my buttons are only flat static images, until the tips that you gave me earlier this week, so I am in a process to redesign those static buttons to have a pressed-ON feel, which delay it roll-out.

 

Later my friend!

Edited Oct 26, 2010 by Chuck88
Posted Nov 03, 2010 · 18:40 UTC#697

Hmmm, dead thread! More than a week without post.

 

Because I want to share this with other forum members, I spent the past two weeks trying to learn Photoshop, especially learning how the make the Clipping Mask technique in order to improve my menu icons (for myself since long, I previously used only static image, no feedback when taping on them), and that was not easy since I never did photo-editing before. But here they are, some sneak previews capture of my upcoming update to Abb's v2.75.

 

When I have time and provided that there are interests (please tell me!!!), I will create an online account to upload my mod later this weekend or next week.

 

I just made change to the interface and functionality, not the graphical layer, so Abb's Split Nav Screen, Speedometer, Destination Dial and Misterblue's 3D Cars Selector etc are original, sometime with changes only to the code behind them.

 

 

 

So below are some pics:

Blank screen not really blank: credits are given to Abb, Misterblue and even IDT for the original mod. Taping on the lower left corner the screen will go blank; taping on the earth and the earth will disappear; taping anywhere else will return to the map screen.

post-41056-044175900 1288808869_thumb.jpg

 

Menu Toolbox: Replanning (???), Master Sound ON/OFF, iGo logo, Record Trip, Day/Night Schemes, Master Volume, Navigation Voice Volume, Spoken Alert Volume, Settings Menu, GPS Status, 2D/3D Map, Smartzoom On/OFF, Audio Menu ON/OFF (one single version now, the Audio Menu is now saved and no more discrepency on the icons status. It will remember the selected state upon power rebooting.

post-41056-034701500 1288817863_thumb.jpg

Menu Navigation: Route Menu, Planning Pad, Go Home, Multidraw, Route Info, Fit to Screen, Itinerary, Avoidance, Delete Route

post-41056-099851200 1288809167_thumb.jpg

 

Menu Map: Destination Menu, Find Address, Find POI, Find POI Around ..., Speedometer, Split Nav-Screen, Destination Dial, Trip Computer, History, Favorite, Add to Favorite, Add Pin to Map

post-41056-068279700 1288809197_thumb.jpg

 

Menu Applications: Windows Explorer, WinCE Commander, Resource Info, 3D Cars, Phone Menu, Call Home, MSN Direct, TMC, Field Calculator, [Custom] and Reset

post-41056-032112900 1288809227_thumb.jpg

 

Minimalist view: 2D

post-41056-094503500 1288809290_thumb.jpg

 

Minimalist view: 2D with menu icons bar

post-41056-096817800 1288809331_thumb.jpg

 

Minimalist view: 3D without Menu Icons Bar, images shifted

post-41056-043656400 1288809383_thumb.jpg

 

Navigation view: 3D without Menu Icons Bar, images shifted

post-41056-049328700 1288809430_thumb.jpg

 

Multidraw view: you can bring the routes map anytime

post-41056-001761800 1288809485_thumb.jpg

 

Itinerary avoidance: it works!!!

post-41056-047700900 1288809517_thumb.jpg

 

Application on top of the map screen

post-41056-057766000 1288809561_thumb.jpg

Attached Files (12)
CW_blank_screen.jpg
CW_blank_screen.jpg
CW_navigation_menu.jpg
CW_navigation_menu.jpg
CW_map_menu.jpg
CW_map_menu.jpg
CW_applications_menu.jpg
CW_applications_menu.jpg
CW_map_screen_wo_buttons.jpg
CW_map_screen_wo_buttons.jpg
CW_2d_with_menu_bar.jpg
CW_2d_with_menu_bar.jpg
CW_minimalist_map_screen.jpg
CW_minimalist_map_screen.jpg
CW_navigation_view.jpg
CW_navigation_view.jpg
CW_multidraw_route.jpg
CW_multidraw_route.jpg
CW_itinerary_avoidance_popup.jpg
CW_itinerary_avoidance_popup.jpg
CW_map_screen_w_app.jpg
CW_map_screen_w_app.jpg
CW_toolbox_menu.jpg
CW_toolbox_menu.jpg
Edited Nov 04, 2010 by Chuck88
Posted Nov 03, 2010 · 22:47 UTC#698

Nice job, looking good!

Posted Nov 04, 2010 · 06:49 UTC#699

Nice job, looking good!

 

Agree.Menu screen looks really smart Chuck.Will you be submitting a UK version for us to try(ie road signs,traffic symbols etc?)

Posted Nov 04, 2010 · 16:38 UTC#700

Agree.Menu screen looks really smart Chuck.Will you be submitting a UK version for us to try(ie road signs,traffic symbols etc?)

 

Thanks guys!

 

I would try for a UK version, but given the lack of time and knowledge on the difference between the US and the UK version, I could only be tentative. :oops:

Page 28 of 29