EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
Adding a new/custom icon (bear with me, this is my first "tutorial") w/pics
Post new topic Reply to topic Goto page 1, 2  Next
View previous topic :: View next topic
Author Message
fud





Joined: 25 Jan 2006
Posts: 6976 on topic
Location: IN, USA
Thank you for registering your game
PostPosted: Wed, 19. Apr 06, 02:16    Post subject: Adding a new/custom icon (bear with me, this is my first "tutorial") w/pics Reply with quote Print

So, don't lambast me, I'm not used to explaining stuff in easy steps for people. Razz

Anywho:


So, you've got your shiny new weapon, but no custom icon. Oh, the dismay. Laughing

After several hours of trial and error (more error than trial) and a few stitches to the nogging and a bill from the plasterer, I've gotten a new icon to show on the hud.

*Instructions assume you have acces to PhotoShop, tho I’m sure the process is similar in paint shop and have a basic working knowledge of either program. Most of these steps are fairly basic.


Open gui_master.dds (need the NV DDS plugin

http://eliteforce2.filefront.com/file/DDS_Converter;29412#Download

I always make sure the box with "mips" is checked. I've had bad results with it unchecked.



Now, with it open, where you want to add your new icon is in the blank slots (click picture for bigger version) which are numbered in red text.



These are the slots for your icons. The easiest way to add one, is to copy & paste and existing one, and modify it. For this example, I’ll make a GHEPT icon:



Copy and paste the BHEPT icon, then drag it to one of the empty slots, make sure to line them up correctly. IconData.txt uses specific pixels in the gui_master file to locate an icon. Having it a pixel off will screw it up.

Now that you’ve got it there, you can edit it, anyway you want to. But, keep in mind, the size of the space it occupies (the overall rectangle area) can’t be more than 53x20 (WxH) pixels.

I added a third “Gamma” bar to it:




Now, the key part, the alpha channel:

You must edit the alpha channel or your icon will not appear. If you don’t put the icon sillouette in the alpha channel, you’ll have an invisible weapon in-game.

Just follow the same routine of copy/paste/edit as with the normal icon:



Now that you’ve got everything added/edited that you want, you can save it. (click for bigger)



Make sure you have Alpha Channels checked.

Further saving options (click for bigger):



I only changed the 8:8:8:8 ARGB 32 option, and the no mips. Everything is left to default.

Voila. You now have a new gui_master.dds file.


Now, the other parts to finish the process (this will also assume you have some knowledge of using the text editor, and editing Tfiles):

Assuming you’ve gotten your new gun (in this case the GHEPT) in the other bits, text file (44001 or your language, or an addon) so the game knows it’s name, bullet that goes with it. All you need to do to assign the new icon is change the HUD Icon Value to the location of the icon you put in. In this case “ICON_L_D92” (click for bigger)



Edit that, save, and you’re done.

I’ll leave the other bits to the other tutorials on how to add the gun, bullet, name, etc, then add it to your ship as a compatible weapon, and add it to an EQ dock. Razz It’s not *too* painful a process to add a new gun, complete with icon, there’s just several small steps.




***I'll ammend this as soon as I get my head around how to fix the =TextIDNotFound= mouseover....



Headbang


Edit: how conceded of me: Embarassed

I would like to thank red spot, doubleshadow and northstar for their assistance.


Note: doubleshadow, there appears to be no reason to edit the icondata.txt file. In fact, editing it will **** up the HUD something aweful. Surprised

Back to top
View user's profile Send private message
doubleshadow





Joined: 12 Mar 2004
Posts: 642 on topic
Location: Czech Republic, Prague
Thank you for registering your game
PostPosted: Wed, 19. Apr 06, 08:15    Post subject: Reply with quote Print

So I remembered correctly that there is *some* problem...

You should upgrade your X3E to version 0.6. Better support for TLasers Wink

See here.

You must download the Developer's Image Library for X3E to be able to see the icons (at the x3e download page as well).


_________________
X2/X3 Editor - everything for modding, X-Wiki - all about modding
Back to top
View user's profile Send private message Visit poster's website
fud





Joined: 25 Jan 2006
Posts: 6976 on topic
Location: IN, USA
Thank you for registering your game
PostPosted: Wed, 19. Apr 06, 13:49    Post subject: Reply with quote Print

Cool. I'll update when I get home. Thumb up

Back to top
View user's profile Send private message
neumanf15





Joined: 26 Dec 2005
Posts: 257 on topic
Location: Virginia, USA
Thank you for registering your game
PostPosted: Mon, 1. Oct 07, 22:38    Post subject: Reply with quote Print

bumping an ancient topic...

fud,
Do you still have the pics you used when you made this guide? I've had a lot of people asking me questions about how to do this stuff and since I learned from your guide... I was hoping we could get them posted on mediafire or something..

Also, there are good reasons to edit icondata.txt (I know, you probably figured this out already, but in the interest of improving the guide...). I had to do so to add icons for M7s. Also, I was able to work around the XTM lifeform issue much easier using icondata than a separate gui_master. The hard part is figuring out the coordinate system (never really perfected that... just did trial and error for my icons).

Thanks,
Neuman

Back to top
View user's profile Send private message
fud





Joined: 25 Jan 2006
Posts: 6976 on topic
Location: IN, USA
Thank you for registering your game
PostPosted: Tue, 16. Oct 07, 12:49    Post subject: Reply with quote Print

I don't know if I've still got them around or not. My host has since changed (and I lost all my stuff as a result).

The coordinates can be tricky indeed. Smile

Back to top
View user's profile Send private message
Thraxwhirl





Joined: 17 Feb 2006



PostPosted: Tue, 16. Oct 07, 16:54    Post subject: Reply with quote Print

Oh, I really hope you could find the pics again, Sir.

I've been desperately wanting to change the icon for Lifeforms(XTended mod) so that they don't look like a weapon on the Sector Map.

Back to top
View user's profile Send private message
fud





Joined: 25 Jan 2006
Posts: 6976 on topic
Location: IN, USA
Thank you for registering your game
PostPosted: Tue, 16. Oct 07, 17:52    Post subject: Reply with quote Print

Well, if I remember right, they used the AHEPT (on/selected) icon slot for that. So, you could, in theory, cross reference that with icondata and apply it that way.


Either that, or you can use the un-used slots ie ICON_L_D104, etc. I made/added new icons for A/BEMPC as well. The default uses the AIRE icon.

Let me see if I can find those pics. If not, I'll make a new one.

Back to top
View user's profile Send private message
neumanf15





Joined: 26 Dec 2005
Posts: 257 on topic
Location: Virginia, USA
Thank you for registering your game
PostPosted: Thu, 18. Oct 07, 01:06    Post subject: Reply with quote Print

I pointed Thraxwhirl over here since he wanted to make a graphical change to the icon. I was able to work it all out using just the text in the past. Maybe I'll see if I can get you some pictures or the like one of these days.

BTW - Recommend you point folks to the actual dds plugins here instead of the DDS converter. I always found the converter messed up my images slightly.

Back to top
View user's profile Send private message
Thraxwhirl





Joined: 17 Feb 2006



PostPosted: Thu, 18. Oct 07, 01:17    Post subject: Reply with quote Print

At risk of asking a stupid question....

... these .dds files(even with the tools) can't be altered in Paint, right? Only Photoshop. I just wondered 'cos, I don't have Photoshop, and I seem to recall it costs like hundreds, possibly millions(well, certainly hundreds) to buy it... which is a considerable expense just to make the Lifeforms use the same icon as M5s or Nav. Beacons.

Not that I don't appreciate the help - I do - but it sounds like a LOT of money to spend just to stop a Rock Beetle looking like a HEPT.

fud. You say that you made Icons for the Unused slots, yeah? Is there a way I could simply copy an M5 or Nav Beacon icon into an unused slot, and then somehow make the game use that slot, and its icon, for Lifeforms?

Back to top
View user's profile Send private message
fud





Joined: 25 Jan 2006
Posts: 6976 on topic
Location: IN, USA
Thank you for registering your game
PostPosted: Thu, 18. Oct 07, 04:57    Post subject: Reply with quote Print

Outside of photoshop, I don't know. It's what I use (with the DDS plugin). I don't know if NV makes a DDS plugin for paint or not, you can try searching.

There are several empty gun/missile slots in the gui_master (which I loosely labeled):



In XTM, they relocated the AHEPT icon to D98. The LI class icon is used where the original AHEPT (highlighted/selected) icon is. As you can see in the above section, I also added new icons at D104 and D106 (AEMPC and BEMPC). This is referenced in TLasers for display within the game in the HUD.


I have a new found interest in HUD work again, so I may play with some things. It's been almost a year, I'm due.

Back to top
View user's profile Send private message
Thraxwhirl





Joined: 17 Feb 2006



PostPosted: Thu, 18. Oct 07, 05:14    Post subject: Reply with quote Print

I seeeeeeeeeee(I think?).

Well, I have XTM's two Gui_master files in my .cat of course, but for some reason, the LIs are still using the AHEPT icon. Do you suppose maybe I'm missing XTM's .dds file for LIs? Ie. the one that went into the old A-HEPT slot?

Any idea how I could instruct the game to get the right refs.?

Obviously I don't want to end up with both the A-HEPTs and the LIs using the same file.

Back to top
View user's profile Send private message
fud





Joined: 25 Jan 2006
Posts: 6976 on topic
Location: IN, USA
Thank you for registering your game
PostPosted: Thu, 18. Oct 07, 14:09    Post subject: Reply with quote Print

If you look at the section I posted, to the left of the D98 icons (new AHEPT locations), you will see the XTM "LI" icon.

That is from their gui_master (with my additions). If you don't have that, then something is in the wrong place (another wrong gui_master in a higher numbered cat/mod folder, etc).

Back to top
View user's profile Send private message
Tenlar Scarflame





Joined: 30 May 2005
Posts: 2746 on topic
Location: VA, USA
Thank you for registering your game
PostPosted: Thu, 18. Oct 07, 15:19    Post subject: Reply with quote Print

Thraxwhirl wrote:
I seeeeeeeeeee(I think?).

Well, I have XTM's two Gui_master files in my .cat of course, but for some reason, the LIs are still using the AHEPT icon. Do you suppose maybe I'm missing XTM's .dds file for LIs? Ie. the one that went into the old A-HEPT slot?

Any idea how I could instruct the game to get the right refs.?

Obviously I don't want to end up with both the A-HEPTs and the LIs using the same file.


Are you using the Minimal HUD mod? That screws up the same icons, and when I removed the Minimal HUD mod it corrected the mix-up.


_________________
My music - Von Neumann's Children - Lasers and Tactics - Terraformer War
Deadbeat_Spinn wrote:
Winner gets a brand new and plush Xenon squeaky toy.
Back to top
View user's profile Send private message AIM Address
neumanf15





Joined: 26 Dec 2005
Posts: 257 on topic
Location: Virginia, USA
Thank you for registering your game
PostPosted: Thu, 18. Oct 07, 20:20    Post subject: Reply with quote Print

Ok, Thrax, here's an easy solution for you:
Install any non-XTM compatible hud mod you want (or you can use mine - this will work with it - sort of - you'll lose the M7 icons). Make sure the hud mod is a higher numbered false patch than XTM.
Create a new false patch with a higher number and put ONE of these files in there. The text of the link tells you what the lifeform will point to.
Run your game. It will fix your problem

Bottom Line: Putting one of these in a higher-numbered false patch will make NEARLY ANY non-XTM-compatible mod compatible (Exception: It will break - at least in part - any hud mod that already modifies icondata.txt [like mine]). It will fix the problem for anyone who has lifeforms showing up as guns and active AHEPTS showing up as rocks.
LI = Nav beacon
LI = RED ASTRONAUT
LI = UFO

Back to top
View user's profile Send private message
fud





Joined: 25 Jan 2006
Posts: 6976 on topic
Location: IN, USA
Thank you for registering your game
PostPosted: Thu, 18. Oct 07, 20:45    Post subject: Reply with quote Print

The XTM only adds the LI icon, as far as I noticed. I modified a gui for my own use, but it had it's issues (due to their version). It was easy enough to fix, since they didn't modify the right half of the gui_master (the part with the reticules/etc), I just overlayed their left over my right.
XTM also did *not* edit icondata.
But, without photoshop, that's pretty hard to do.


I'll probably spend the next couple nights playing with things again, as I've got new interest in it.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page 1, 2  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Fri, 10. Sep 10, 16:28

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2009
Powered by phpBB © 2001, 2005 phpBB Group
Message Board Statistics Template created by Avatar & BurnIt!
Debug: page generation = 0.32114 seconds, sql queries = 70