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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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.''' | ||
== Sample Code == | |||
If your mod uses only one icon and has a 64x64 atlas, you can use this: | |||
<node id="IconUV"> | |||
<attribute id="MapKey" type="FixedString" value="CSS_SharArmory_SharLogo"/> 1 | |||
== | <attribute id="U1" type="float" value="0.0"/> Left side of icon | ||
<attribute id="U2" type="float" value="1.0"/> Right side of icon | |||
== | <attribute id="V1" type="float" value="0.0"/> Top side of icon | ||
<attribute id="V2" type="float" value="1.0"/> Bottom side of icon | |||
</node> | |||
== 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/3862 Mod Builder] will generate LSX code and folder structure for you. It is recommended you use this over the sample equipment one, as its atlas is more compact, and few mods add 54+ icons. | - [https://www.nexusmods.com/baldursgate3/mods/3862 Mod Builder] will generate LSX code and folder structure for you. It is recommended you use this over the sample equipment one, as its atlas is more compact, and few mods add 54+ icons. | ||
== Basic image editing guide to create icons == | == Basic image editing guide to create icons == | ||
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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) | |||