Difference between revisions of "Adding New Icons"
From Divinity Engine Wiki
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(Updated guide since the Texture Atlas Editor now works as expected, saving two sections of steps (packing and converting).) |
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Adding new icons requires a bit of preparation, but once the initial setup is complete, adding additional icons is quick and easy. | Adding new icons requires a bit of preparation, but once the initial setup is complete, adding additional icons is quick and easy. | ||
− | == Preparing | + | == Preparing Your Icon Images == |
− | # | + | # Save your individual icons in a size and format supported by the Texture Atlas Editor. |
− | + | ** Support sizes are 16x16, 32x32, 64x64, 128x128, 256x256. | |
− | # | + | ** Supported formats are .png, .tga, and .dds. |
+ | # Place your images in a directory you'll have easy access to later. | ||
# In the Resource Manager, create a package to add your texture to later. | # In the Resource Manager, create a package to add your texture to later. | ||
− | |||
== Preparing the Texture Atlas file: == | == Preparing the Texture Atlas file: == | ||
Line 12: | Line 12: | ||
# Click File -> New. | # Click File -> New. | ||
# Select ''"Public/MyModName_GUID/GUI"'' as the location for your .lsx file (create the GUI folder if it doesn't exist). | # Select ''"Public/MyModName_GUID/GUI"'' as the location for your .lsx file (create the GUI folder if it doesn't exist). | ||
− | # | + | # Select a name for your texture file, and select an ideal location inside your mod's Assets folder (i.e. ''"Data/Public/MyModName_GUID/Assets/Textures"''). |
# Select the size of the individual icons and the size of the image. | # Select the size of the individual icons and the size of the image. | ||
# Select the package you created previously, then click Save. | # Select the package you created previously, then click Save. | ||
− | # | + | # The Texture Atlas Editor should create a blank texture (.dds) file at the path specified previously. |
− | |||
− | |||
== Adding Atlas Entries: == | == Adding Atlas Entries: == | ||
# Click Edit -> Add Entries. | # Click Edit -> Add Entries. | ||
− | # Navigate to where your | + | # Navigate to where you placed your individual icon images. |
− | # Select | + | # Select your icons add them. All of the new icon entries should be automatically added to your texture file. |
# Save. | # Save. | ||
== Notes: == | == Notes: == | ||
* This same process can be used to add custom portraits. | * This same process can be used to add custom portraits. | ||
− | == | + | |
− | * [https://www.codeandweb.com/texturepacker TexturePacker] for packaging the icons. | + | == Optional: == |
+ | Texture files can be manually packed and created. Possible software for doing that is: | ||
+ | * [https://www.codeandweb.com/texturepacker TexturePacker] for packaging the icons. Example settings: [https://i.imgur.com/64aGPPr.png TexturePacker Settings] | ||
* [https://github.com/castano/nvidia-texture-tools/releases nvidia-texture-tools] to convert the packed texture to DDS format. This is a command-line tool. | * [https://github.com/castano/nvidia-texture-tools/releases nvidia-texture-tools] to convert the packed texture to DDS format. This is a command-line tool. | ||
− | |||
− | |||
* For Photoshop users, Nvidia has a plugin to work with the DDS format: [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA Texture Tools for Adobe Photoshop] | * For Photoshop users, Nvidia has a plugin to work with the DDS format: [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA Texture Tools for Adobe Photoshop] |
Revision as of 19:59, 11 October 2017
Adding new icons requires a bit of preparation, but once the initial setup is complete, adding additional icons is quick and easy.
Contents
Preparing Your Icon Images
- Save your individual icons in a size and format supported by the Texture Atlas Editor.
- Support sizes are 16x16, 32x32, 64x64, 128x128, 256x256.
- Supported formats are .png, .tga, and .dds.
- Place your images in a directory you'll have easy access to later.
- In the Resource Manager, create a package to add your texture to later.
Preparing the Texture Atlas file:
- Open the Texture Atlas Editor.
- Click File -> New.
- Select "Public/MyModName_GUID/GUI" as the location for your .lsx file (create the GUI folder if it doesn't exist).
- Select a name for your texture file, and select an ideal location inside your mod's Assets folder (i.e. "Data/Public/MyModName_GUID/Assets/Textures").
- Select the size of the individual icons and the size of the image.
- Select the package you created previously, then click Save.
- The Texture Atlas Editor should create a blank texture (.dds) file at the path specified previously.
Adding Atlas Entries:
- Click Edit -> Add Entries.
- Navigate to where you placed your individual icon images.
- Select your icons add them. All of the new icon entries should be automatically added to your texture file.
- Save.
Notes:
- This same process can be used to add custom portraits.
Optional:
Texture files can be manually packed and created. Possible software for doing that is:
- TexturePacker for packaging the icons. Example settings: TexturePacker Settings
- nvidia-texture-tools to convert the packed texture to DDS format. This is a command-line tool.
- For Photoshop users, Nvidia has a plugin to work with the DDS format: NVIDIA Texture Tools for Adobe Photoshop