Editing Modding:Creating Item Icons
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== Dimensions == | == Dimensions == | ||
An item Icon has 3 dds parts. | An item Icon has 3 dds parts, all perfect squares. | ||
=== Tooltip Icon === | === Tooltip Icon === | ||
This is 380x380px icon in the best quality it will be seen, when you hover over the item in the inventory. | This is 380x380px icon in the best quality it will be seen, when you hover over the item in the inventory. | ||
It has a | It has a fade gradient from the bottom. | ||
=== Controller Icon === | === Controller Icon === | ||
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This is a 64x64px square tile that will be seen in the inventory and hotbar. | This is a 64x64px square tile that will be seen in the inventory and hotbar. | ||
It is part of an atlas. | It is part of an atlas. This part requires code | ||
== Folder Structure of Icons == | == Folder Structure of Icons == | ||
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MySweetMod\Public\MySweetMod\Content\UI\[PAK]_UI '''Your _merged.lsx goes here. This tells the game where the atlas is. (and has its own UUID)''' | MySweetMod\Public\MySweetMod\Content\UI\[PAK]_UI '''Your _merged.lsx goes here. This tells the game where the atlas is. (and has its own UUID)''' | ||
MySweetMod\Public\MySweetMod\GUI '''Icons_Items.lsx goes here. This tells the game what size the atlas is, where the image is on the atlas and what name the icon has to link it all up. | MySweetMod\Public\MySweetMod\GUI '''Icons_Items.lsx goes here. This tells the game what size the atlas is, where the image is on the atlas and what name the icon has to link it all up.''' | ||
== Tools to Create Icons == | == Tools to Create Icons == | ||
- The [https://github.com/ShinyHobo/BG3-Modders-Multitool Modder's Multitool] has an atlas converter. | - The [https://github.com/ShinyHobo/BG3-Modders-Multitool Modder's Multitool] has an atlas converter. | ||
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- [https://www.nexusmods.com/baldursgate3/mods/492 Visible Shields] - if you have made a shield, this will make it visible in the respec screen. | - [https://www.nexusmods.com/baldursgate3/mods/492 Visible Shields] - if you have made a shield, this will make it visible in the respec screen. | ||
- [https://www.nexusmods.com/baldursgate3/mods/3862 Mod Builder] will generate LSX code and folder structure for you. | |||
- [https://www.nexusmods.com/baldursgate3/mods/3862 Mod Builder] will generate LSX code and folder structure for you. | |||
== Basic | == Basic guide to create icons == | ||
* Install the [https://www.nexusmods.com/baldursgate3/mods/238 Custom Backgrounds] background mod | * Install the [https://www.nexusmods.com/baldursgate3/mods/238 Custom Backgrounds] background mod | ||
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* Add the fade gradient. You should have 2 different .PNG versions of the icon, one with the fade out and one without. | * Add the fade gradient. You should have 2 different .PNG versions of the icon, one with the fade out and one without. | ||
* Size correctly, and save as .DDS | * Size correctly, and save as .DDS | ||
== Compression == | == Compression == | ||
Save your icons in .DDS DTX5, No Mipmaps. (Mipmaps are only needed for things that move closer and further to the camera, they will only make your icons blurry) | Save your icons in .DDS DTX5, No Mipmaps. (Mipmaps are only needed for things that move closer and further to the camera, they will only make your icons blurry) | ||
Notably you will need to name your atlas .dds NOT .DDS. (or to match whatever you have written in your .lsx code) | |||