Adding New Icons
From Divinity Engine Wiki
Revision as of 19:59, 11 October 2017 by LaughingLeader (talk | contribs) (Updated guide since the Texture Atlas Editor now works as expected, saving two sections of steps (packing and converting).)
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