[Idea] Better coloured or scaled option, for icons around stations

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gardentwine
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[Idea] Better coloured or scaled option, for icons around stations

Post by gardentwine »

One thing i have found to be truly irritating, is having all icons blue or red and the same size.

Perhaps having Mission icons Yellow and larger would make Mission much easier to find
Last edited by gardentwine on Wed, 11. Dec 13, 17:34, edited 5 times in total.
Bobucles
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Post by Bobucles »

TheCoredump
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Post by TheCoredump »

In space generic missions offers icons are small and blue and I agree with him
gardentwine
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Post by gardentwine »

Bobucles wrote:Uh. Quest icons ARE yellow.
sorry didn't mean to confuse you i was meant to say Missions not quests
gardentwine
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Post by gardentwine »

i have managed to find the file that refers to Icons and it has dimensions next them and the Icon texture location.

i have edited the /libraries/icons.xml :

example:

<icon name="infotarget_inactive" texture="assets\fx\gui\textures\target_elements\tsys_info_inact.tga" height="128" width="128"></icon>

i have changed the size of the icon DDS file to 256x256 but the size of the icon in game is still the same.

i aiming at scaling all mission icons and add a few new icons like Patrol / escort /deliver etc, which would all normally use the skull icon.
Staberind
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Post by Staberind »

Sounds like an idea I can get behind,
along with changing the stupid "mask" icon for Piraty types. the rest of the icons are not bad.
most of this simplistic stuff is a side effect of porting a console game to pc.
:shrug:
if you do find a way of changing Icons, please let us know.
csaba
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Post by csaba »

I tried to play around with the icons before but failed to do so. I tried to change the Build icons and realized that the name for them in zones.xml is "buildcon" while in the icon.xml they are build_act, build_inact. Made sense so I searched all the cat files for build_act with notepad++ but came up with 0 hits outside the icon.xml which did not make a lot of sense as somewhere "buildcon" has to turn into build_act/build_inact.

Somewhere deep down there should be lines for color and size because as you said changing the size did not help while the colors are also missing in the icon.xml when I looked at them in gimp they were all grey/black.
Staberind
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Post by Staberind »

Csaba, thanks for that, good to know, I think I will be very naughty and crack open the dat files on my own machine and root around as well, that monochrome icon system is smart and means I can replace faction icons easily.

might I ask which dat they were in?
csaba
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Post by csaba »

Staberind wrote:Csaba, thanks for that, good to know, I think I will be very naughty and crack open the dat files on my own machine and root around as well, that monochrome icon system is smart and means I can replace faction icons easily.

might I ask which dat they were in?
06/libraries/icons.xml will tell you all the locations.
Staberind
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Post by Staberind »

Excellent, Thanks!
gardentwine
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Post by gardentwine »

The one thing i notice is that the icons.xml refers to tga.

The file in this location is a gz compress file, inside is a DDS file, i managed to open in Gimp using DDS plugin.

i have tried changing these and still having no luck in game yet!!
KRM398
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Post by KRM398 »

Thanks guys for trying, I personally have hard time seeing enemy icons in de fre, its red you see, and so are they...and small...and even the guy shooting you doesn't get easily seen against that background. So please continue, because I believe some icons even made black, would be easier to see than what we have now, in some circumstances. :wink:
csaba
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Post by csaba »

KRM398 wrote:Thanks guys for trying, I personally have hard time seeing enemy icons in de fre, its red you see, and so are they...and small...and even the guy shooting you doesn't get easily seen against that background. So please continue, because I believe some icons even made black, would be easier to see than what we have now, in some circumstances. :wink:
My problem was that I never found the full connection between entities->hud->icons. I'm missing the hud link there and don't know where to find it.

There should be <do if> sells somewhere that set entities active or inactive when clicking on them and the icons.xml connects the textures to those values. (This is just a theory might be very different actually.)

For colors I'd try looking into relations because after the relations change to negative the icons turn red and blue when positive.
gardentwine wrote:The one thing i notice is that the icons.xml refers to tga.

The file in this location is a gz compress file, inside is a DDS file, i managed to open in Gimp using DDS plugin.

i have tried changing these and still having no luck in game yet!!
There is a mod out there that changes the face textures for Yisha that one changes the library connections, have a look at that one for pointers.

download here:
https://www.dropbox.com/sh/ecblwt3rla5o ... ceV1_1.zip

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