Custom equipment not showing icon in shipyard/wharf
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Custom equipment not showing icon in shipyard/wharf
im trying to make a new faction got everything working but when i load the game, weapons/engines/shields etc... not showing icon in shipyard, the name is showing up just not the icon. basically i just need to know what file defines the icon path.
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Re: Custom equipment not showing icon in shipyard/wharf
libraries/icons.xml
points to a gz file
Code: Select all
<icon name="shipbuildst_enginegroups" texture="assets\fx\gui\textures\ship_build_sidebar_tabs\shipbuildst_enginegroups.tga" height="128" width="128"></icon>
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Re: Custom equipment not showing icon in shipyard/wharf
yes i found that one earlier. let me better explain i'm talking about the equipment picture when upgrading your ship etc...
As in the engine or shield picture. i found the icons/pictures, they are in assets\fx\gui\textures\upgrades but cant seem to find any where pointing to that location
As in the engine or shield picture. i found the icons/pictures, they are in assets\fx\gui\textures\upgrades but cant seem to find any where pointing to that location
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- Posts: 1124
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Re: Custom equipment not showing icon in shipyard/wharf
ship_build_sidebar_tabs should be specifically for when building/upgrading a ship at a wharf/shipyard
unless I'm still not fully understanding
unless I'm still not fully understanding
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- Joined: Mon, 2. Jul 18, 16:35
Re: Custom equipment not showing icon in shipyard/wharf
https://imgur.com/a/VSA0tJH Notice The Question marks.
Everything show's up on the model, its just that dang icon/picture thats giving me trouble
Everything show's up on the model, its just that dang icon/picture thats giving me trouble
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Re: Custom equipment not showing icon in shipyard/wharf
libraries\icons.xml
When providing your own icons in your mod folder, your path needs to be the full path including the "extensions\<MODFOLDER>\".
This is if you mirror the base game's folder structure, but personally, I put mine in a completely different folder to avoid any potential problems with overlapping names.
For reusing base game icons, you could *probably* just hard code it without wildcards.
(Haven't tried this. I'd rather copy and rename all the icon files and be done with it instead of creating all the entries with different names and texture paths. It's at least double the work.)
Here's a hypothetical "My Pulse Laser" (macro name : "my_pulse_laser_macro"), using the base Mk2 S Pulse Laser icon.
Code: Select all
<icon name="module_*" texture="assets\fx\gui\textures\stationmodules\*.tga" height="256" width="256"></icon>
<icon name="ship_*" texture="assets\fx\gui\textures\ships\*.tga" height="256" width="256"></icon>
<icon name="upgrade_*" texture="assets\fx\gui\textures\upgrades\*.tga" height="256" width="256"></icon>
<icon name="*" texture="assets\fx\gui\textures\paintmods\*.tga" height="256" width="256"></icon>
When providing your own icons in your mod folder, your path needs to be the full path including the "extensions\<MODFOLDER>\".
This is if you mirror the base game's folder structure, but personally, I put mine in a completely different folder to avoid any potential problems with overlapping names.
Code: Select all
<icon name="module_*" texture="extensions\<MODFOLDER>\assets\fx\gui\textures\stationmodules\*.tga" height="256" width="256"></icon>
<icon name="ship_*" texture="extensions\<MODFOLDER>\assets\fx\gui\textures\ships\*.tga" height="256" width="256"></icon>
<icon name="upgrade_*" texture="extensions\<MODFOLDER>\assets\fx\gui\textures\upgrades\*.tga" height="256" width="256"></icon>
<icon name="*" texture="extensions\<MODFOLDER>\assets\fx\gui\textures\paintmods\*.tga" height="256" width="256"></icon>
For reusing base game icons, you could *probably* just hard code it without wildcards.
(Haven't tried this. I'd rather copy and rename all the icon files and be done with it instead of creating all the entries with different names and texture paths. It's at least double the work.)
Here's a hypothetical "My Pulse Laser" (macro name : "my_pulse_laser_macro"), using the base Mk2 S Pulse Laser icon.
Code: Select all
<icon name="upgrade_my_pulse_laser_macro" texture="assets\fx\gui\textures\upgrades\weapon_gen_s_laser_01_mk2_macro.tga" height="256" width="256"></icon>
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- Joined: Mon, 2. Jul 18, 16:35
Re: Custom equipment not showing icon in shipyard/wharf
Well still can't get it to work, for now ill just reference the original equipment in wares.xml to get it to show up. ill play around with it more later. thanks for all the help .
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- Joined: Mon, 2. Jul 18, 16:35
Re: Custom equipment not showing icon in shipyard/wharf
Ok got it to work doing each icon at a time. thanks so much. been working on this problem for 2 days. still can't get the wildcard's to work but ill play around with them later. it would be much easier. again thanks so much