HiRes XXL Original PPG Interface for PPG wave 2.V (Waldorf Edition 2)
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- KVRAF
- 2802 posts since 31 Aug, 2011
Hi Everyone,
Let me begin by saying that there are errors (item misalignments) in the UI which i did not cause nor was able to fix. You will find lots of them in the large LCD displays because there are actually more misaligned ones than there are properly aligned ones: Out of 44 total only 18 are OK whereas 26 are not. I would have loved to fix these while i was at it, (also because the placement is rather suboptimal in general with respect to horizontal start/end coordinates), but for that i would have had to have access to the whole UI definition file, which i unfortunately had not. So sorry about that, ive done the best i can.
With that out of the way, let me just add this:
- The fonts used for the frontplate labeling are the same as on the original machine
- The knobs were modelled, animated and rendered in Blender, but had to be orthographic
(They look WAY better in perspective with proper lighting but there is only 1 image for all knobs.)
- Wheels: Ditto
- The font used in the displays is the same as on the original machine too. (Hand made, was a lot of work.)
All in all i think it would be fair to say that this UI is the most authentic PPG wave UI to date.
Note: Images for the Small size UI are NOT included.
So if you cant use the Large size UI, forget it.
(I myself am on 1920x1200 and its already a bit too large for that. It still works fine because i can position it such that only a few pixelrows of the right side are cut off, (which is inconsequential since there is nothing important there), however on screens with fewer than 1920 pixels of horizontal res it probably will matter, so i dont recommend it.)
Here you are, hope youll enjoy it.
Install instructions and other info as always in Info.txt in the archive.
(Rightclick image and select 'Open Image In New Tab' (or whatever its called in your browser) to view fullsize.)
Let me begin by saying that there are errors (item misalignments) in the UI which i did not cause nor was able to fix. You will find lots of them in the large LCD displays because there are actually more misaligned ones than there are properly aligned ones: Out of 44 total only 18 are OK whereas 26 are not. I would have loved to fix these while i was at it, (also because the placement is rather suboptimal in general with respect to horizontal start/end coordinates), but for that i would have had to have access to the whole UI definition file, which i unfortunately had not. So sorry about that, ive done the best i can.
With that out of the way, let me just add this:
- The fonts used for the frontplate labeling are the same as on the original machine
- The knobs were modelled, animated and rendered in Blender, but had to be orthographic
(They look WAY better in perspective with proper lighting but there is only 1 image for all knobs.)
- Wheels: Ditto
- The font used in the displays is the same as on the original machine too. (Hand made, was a lot of work.)
All in all i think it would be fair to say that this UI is the most authentic PPG wave UI to date.
Note: Images for the Small size UI are NOT included.
So if you cant use the Large size UI, forget it.
(I myself am on 1920x1200 and its already a bit too large for that. It still works fine because i can position it such that only a few pixelrows of the right side are cut off, (which is inconsequential since there is nothing important there), however on screens with fewer than 1920 pixels of horizontal res it probably will matter, so i dont recommend it.)
Here you are, hope youll enjoy it.
Install instructions and other info as always in Info.txt in the archive.
(Rightclick image and select 'Open Image In New Tab' (or whatever its called in your browser) to view fullsize.)
You do not have the required permissions to view the files attached to this post.
Last edited by ENV1 on Wed Jul 28, 2021 11:04 am, edited 5 times in total.
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- KVRAF
- Topic Starter
- 2802 posts since 31 Aug, 2011
Yes, i guess whats in the archive is only useful for Windows users.
(Unless you have a means to extract the images.)
I always forget that Mac users need them to be individual files, but thats not a problem as i can make a second archive specially for them.
Just refresh me...what was the prefix that the images must have on Mac?
It was something like '000_bmp' or similar.
(Unless you have a means to extract the images.)
I always forget that Mac users need them to be individual files, but thats not a problem as i can make a second archive specially for them.
Just refresh me...what was the prefix that the images must have on Mac?
It was something like '000_bmp' or similar.
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- KVRist
- 149 posts since 16 Jul, 2014
Thanks ENV1 for generously sharing your hard work .. nice one! I mostly use a 17" laptop (desktop replacement) and am pleased to report that at 1920 x 1080 this skin is definitely usable in reaper.
One interesting side effect of the WE2_Allways_Big.txt option is that it forces the other plugins to large as well. I don't use dpole but do use Attack so will have to rename that file temporarily to run that one properly since it is HUGE
One interesting side effect of the WE2_Allways_Big.txt option is that it forces the other plugins to large as well. I don't use dpole but do use Attack so will have to rename that file temporarily to run that one properly since it is HUGE
- KVRAF
- 2247 posts since 25 Feb, 2005 from Ganymede
Looks really nice!
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- KVRAF
- Topic Starter
- 2802 posts since 31 Aug, 2011
Yes, with 1920 pixels of horizontal res its still alright. Screenfillingly huge of course, but not a problem. Like i said, im on 1920x1200 myself and i really dig the bigness.provoc wrote:Thanks ENV1 for generously sharing your hard work .. nice one! I mostly use a 17" laptop (desktop replacement) and am pleased to report that at 1920 x 1080 this skin is definitely usable in reaper.
Yes, its for the whole Edition. (I think i had mentioned this in the Info.txt too.) I wish there was a way to limit it to the wave only but i know of none. But at least we can use the Large UI even on screens where the plugin wouldnt use it automatically. If it wasnt for this file we would only have the Small UI as our only option.provoc wrote:One interesting side effect of the WE2_Allways_Big.txt option is that it forces the other plugins to large as well. I don't use dpole but do use Attack so will have to rename that file temporarily to run that one properly since it is HUGE
No thats alright. I have everything together, i just needed the prefix again.kaerus wrote:On mac they are named bmp00xxx.png and bmp00xxx_L.png.
There are some other files too, if you need the complete list I can pm.
Thanks for posting it, i will make a second archive specially for mac users tomorrow as soon as time allows.
Thanks, glad you like it.Astralp wrote:Looks really nice!
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- KVRAF
- Topic Starter
- 2802 posts since 31 Aug, 2011
Youre welcome.ZeePok wrote:
Wow, that's beautiful!Thanks ENV1!
Sure will try!
By the way, if anyone would like to have a charset which also contains lowercase letters just let me know. (This will affect 'Channel:' and 'Voices:' in the small display and the preset names in both displays.) I actually meant to put it in the archive as a second choice like i did with L6 etc but this time it slipped my mind.

Going to make the mac archive now. Should be up in an hour or so.
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- KVRAF
- Topic Starter
- 2802 posts since 31 Aug, 2011
MacPack added.
Please let me know if everything is OK.
(Cant check myself so i need 3rd party confirmation.)
If something is not OK let me know too so i can fix it before too many people get the archive.
Use the link in the opening post to go to the downloads page.
Please let me know if everything is OK.
(Cant check myself so i need 3rd party confirmation.)
If something is not OK let me know too so i can fix it before too many people get the archive.
Use the link in the opening post to go to the downloads page.
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- KVRAF
- Topic Starter
- 2802 posts since 31 Aug, 2011
Cleaning up the work folder for this UI i just found a little screencapture i made during the prototyping of the knob model in Blender. (It wasnt fully finished yet.) Its not fully anti-aliased since its just a capture of the preview mode, (i.e. not a full render), and there are some minor GIF compression artifacts here and there, but the animation gives a pretty good idea of what the knobs could have looked like if they hadnt have to be orthographic. (Which kills more or less all of the dimensional depth.)
PS: Blender is great. I basically just grabbed a copy and started working without any foreknowledge whatsoever, yet i was able to get usable results in pretty much no time. If youve only ever worked with 2D image editors then a lot of things may seem a bit odd at first and sorta throw you off, like the fact that you dont strictly work in pixels anymore. But the more you grasp the basics the more Blender 'opens up' (so to speak) and the possibilities begin to look sheer endless. Its simply amazing what other people have done with it, (youtube is full of great pro examples), and best of all it wont cost you a penny since it is completely free and open source. IMO definitely worth learning if youre into modelling and animations since unlike commercial solutions you wont be committing to a system where new versions and/or updated features always involve paying hefty sums to the dev company.
click thumbnail to load image, then click into image to enlarge to fullsize

PS: Blender is great. I basically just grabbed a copy and started working without any foreknowledge whatsoever, yet i was able to get usable results in pretty much no time. If youve only ever worked with 2D image editors then a lot of things may seem a bit odd at first and sorta throw you off, like the fact that you dont strictly work in pixels anymore. But the more you grasp the basics the more Blender 'opens up' (so to speak) and the possibilities begin to look sheer endless. Its simply amazing what other people have done with it, (youtube is full of great pro examples), and best of all it wont cost you a penny since it is completely free and open source. IMO definitely worth learning if youre into modelling and animations since unlike commercial solutions you wont be committing to a system where new versions and/or updated features always involve paying hefty sums to the dev company.
click thumbnail to load image, then click into image to enlarge to fullsize

Last edited by ENV1 on Sat Jul 14, 2018 11:41 am, edited 1 time in total.
- KVRAF
- 24411 posts since 7 Jan, 2009 from Croatia
ENV1, any way you could do this for the small version as well, at some point? Big looks great, but it's really too huge to comfortably work with, at least for me.
Plus it makes Attack unusable on 1920x1200 really.
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- KVRAF
- Topic Starter
- 2802 posts since 31 Aug, 2011
Unfortunately the answer is no.
Ive tried, it simply looks pathetic compared with the large UI, no room to work with, miniature knobs, microscopic fonts, all the usual problems when a UI is as small as this. Just take a screenshot of the large version, shrink it to 50% size and youll see what i mean. Its horrible. (The large UI is precisely double the size of the small one, which means the small one is only a quarter of that since you only have half of the vertical and half of the horizontal plane and that really leaves no room for anything that would be worth the effort.)
I would post you a pic but i just saw that the pic hoster i always use is down. (Thats also why none of the pics posted here and in other threads can be viewed at the moment.) Hope this is just temporary because ive put tons of stuff on there.
Ive tried, it simply looks pathetic compared with the large UI, no room to work with, miniature knobs, microscopic fonts, all the usual problems when a UI is as small as this. Just take a screenshot of the large version, shrink it to 50% size and youll see what i mean. Its horrible. (The large UI is precisely double the size of the small one, which means the small one is only a quarter of that since you only have half of the vertical and half of the horizontal plane and that really leaves no room for anything that would be worth the effort.)
I would post you a pic but i just saw that the pic hoster i always use is down. (Thats also why none of the pics posted here and in other threads can be viewed at the moment.) Hope this is just temporary because ive put tons of stuff on there.
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- KVRAF
- Topic Starter
- 2802 posts since 31 Aug, 2011
Since the image host i always used went down recently, none of the images i posted on KVR can be viewed anymore.
I will therefore have to put them all on another (hopefully more reliable) host and replace the links one by one.
In this thread i have now replaced the screenshot in the opening post and the GIF animation showing the modelled knob in 3D.
I will therefore have to put them all on another (hopefully more reliable) host and replace the links one by one.
In this thread i have now replaced the screenshot in the opening post and the GIF animation showing the modelled knob in 3D.
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- KVRAF
- Topic Starter
- 2802 posts since 31 Aug, 2011
Had to edit the screenshot links again because postimages began serving crippled versions again. (For the second time now.) The same recently happened with another screenshot so i may have to look for another image host after all. (Unless KVR raises the limit a bit so we dont have to go off-site with things like screenshots in the first place.) 
All WE2 DLLs contain these 2 strings:
c:\WE2_Allways_Big.txt
c:\WE2_Allways_Small.txt
(Yes, they actually wrote 'Allways', double L.)
As you can see, these strings represent the path and filenames of the 2 files that let the user force the WE2 UIs to either big or small. Since all WE2 plugins look for files with these names, we can simply isolate the PPG wave by changing its 'Always Big' string to something else in case forcing the other WE2 plugins to big is not desired. Since the driveletter is there as well, this too can be changed so the .txt file does not have to reside on the C: drive. If the driveletter is omitted altogether (i.e. eliminated by overwriting it with letters of a filename), the .txt file will be expected in the dir where the PPG wave DLL resides. (Relative path.) Moreover it does not have to be a .txt file either; the .txt extension can be overwritten or zeroed away so that only a filename without extension remains. (In which case the file must not have an extension either, of course.)
Experienced users will know what the possibilities are so i wont go into all the details.
Instead i will give only the simplest example, merely changing WE2 to PPG:
- Open the PPG wave DLL in a hexeditor and do a search for WE2_Allways_Big.txt (note the double L)
- Overwrite the WE2 with PPG and save
- Go to your C: drive and rename WE2_Allways_Big.txt to PPG_Allways_Big.txt
Now only the PPG wave will be forced to big, the other WE2 plugins will open in their default size.
Note:
By the way, i did some checking and found a solution to that problem.provoc wrote:One interesting side effect of the WE2_Allways_Big.txt option is that it forces the other plugins to large as well.
All WE2 DLLs contain these 2 strings:
c:\WE2_Allways_Big.txt
c:\WE2_Allways_Small.txt
(Yes, they actually wrote 'Allways', double L.)
As you can see, these strings represent the path and filenames of the 2 files that let the user force the WE2 UIs to either big or small. Since all WE2 plugins look for files with these names, we can simply isolate the PPG wave by changing its 'Always Big' string to something else in case forcing the other WE2 plugins to big is not desired. Since the driveletter is there as well, this too can be changed so the .txt file does not have to reside on the C: drive. If the driveletter is omitted altogether (i.e. eliminated by overwriting it with letters of a filename), the .txt file will be expected in the dir where the PPG wave DLL resides. (Relative path.) Moreover it does not have to be a .txt file either; the .txt extension can be overwritten or zeroed away so that only a filename without extension remains. (In which case the file must not have an extension either, of course.)
Experienced users will know what the possibilities are so i wont go into all the details.
Instead i will give only the simplest example, merely changing WE2 to PPG:
- Open the PPG wave DLL in a hexeditor and do a search for WE2_Allways_Big.txt (note the double L)
- Overwrite the WE2 with PPG and save
- Go to your C: drive and rename WE2_Allways_Big.txt to PPG_Allways_Big.txt
Now only the PPG wave will be forced to big, the other WE2 plugins will open in their default size.
Note:
Obviously you will already have made a modification by installing the new UI resources, (except the MAC people, who merely need to swap a folder), so just making sure that thats clear here too.WE2 EULA wrote:All guarantee claims on behalf of the Licensee become invalid if he tampers with the Licensed software or hardware, or modifies them in any way whatsoever, regardless of the extent of such modifications.
