Hi, I dont think it requires a code post and screwing around with the code inside the xips why UIX is the best dash (i rarely play games now i play with xips/xaps instead.
Heres how i did it:
First i searched through the .xaps for the tranforms for xbox.xbx (cos i knew that that menu rendered four of them) in memory.xip / default2.xap i found 4 of them - bingo!
i went through /*commenting*/ em out one by one so id know which ones were which (commenting them out will make them 'disappear' in dash) and marking them like this "//gamesorb", "//hddorb" etc. for my reference to make them easy to find for the next steps - they are all called controller pod outers (1,2,3 and 4).
Now the dash can actually render spheres and boxes on its own and i found that in the tranforms for the pod outers it was using the 'no mesh' variety of orbs which gives you less scope. So i modified them to get the orb definition from OrbCell-FACES.xm - that is the standard mesh for most orbs in the dash. of course some scaling was needed at each DEF for the pod tranforms. i gave the orbs the material name "MenuCell" so it would be consistent with the select pod on main menu (and changing skins wouldn't look crap)
Once i had the orbs sorted i begged/ borrowed / made / stole the meshes i wanted and scaled them in my 3d prog to be the same size as OrbCell-FACES.xm, zeroed out their axis and reoriented them (for consistency in the code). Then i copied the DEF's for the slightly modified orbs^ and pasted them above the orb DEF so they would appear to be 'inside' the orbs and named the DEF something like: "DEF CustomGamesMesh Transform" then changed the mesh reference to something like this : "geometry DEF Controller Mesh { url "controller.xm" } for each one. of course the scale needed to be changed to to the same scale (or slightly smaller) than the orb scale. that looked a bit boring so using the 'modded_orb function' as reference and added a 'Spinner' value so they wouldn't just sit there doing nothing - that was too much so i changed it to Waver with very subtle atttributes - less is more .
With the material name 'FlatSurfaces" they were a bit see through so i added a 'backing DEF' - right below the custom mesh transform i copied and pasted the _exact_ DEF and changed the transform name - i just called it like 'custommesh backing' and gave it the "panelBacking_01" material name so they look solid and more in keeping with other parts of the dash. of course lastly i put the meshes in the .xip saved and ftp'd to the box.
now, im clearly not jbOnE or Gcue so i didn't get it right first time - in fact i got cellwall only maybe 10/15 times during the process but eventually i got it working then tweaked the values and cleaned up the code. the reward of working it out for yourself is beauty of UIX.
happy dash hacking!!
This post has been edited by gasclown: Jan 14 2005, 11:48 PM