Does anyone know, how to create own icons? I´m looking for a good tutorial. Via google I found a tutorial, but this requires photoshop. I don´t use photoshop and don´t want to buy it only for the icons. There are several icons for download on the vault, but I don´t know (again) if I do something wrong, but the icons I downloaded and put into the overwrite folder stay white in the toolset and ingame "missing texture".
I´m lokking for icons especially for different kinds of food.
Custom Icons
Débuté par
Barnabas2
, oct. 17 2011 07:30
#1
Posté 17 octobre 2011 - 07:30
#2
Posté 17 octobre 2011 - 07:43
I imagine the tutorial you are talking about is this one --> http://nwn2.wikia.co...ki/Custom_Icons
You basically need to look at the features of your program and see if it supports a similar file format as to what is used in game. The settings in the dialogs of photoshop are general terms used in other programs.
The basics you need are as follows:
Save as TGA, 32 bit, RLE compression, with alpha channel.
You should be able to find help for the program you are using to achieve that, either in the program or on the forums where people discuss it. You should be aware that often programs for image editing do not support every format, or support them partially, I am pretty sure you can use Gimp though which is free.
Googling this i found gimp info on TGA's
http://www.ic.al.lg....l/file_and.html
And some info on alpha channels
http://wiki.beyondun...y:Alpha_Channel
That should help you somewhat
Size is 40x40 but that can vary depending on what the icon is for. Size is not important, the game deals with any size, and can use other file formats quite often as well. ( It actually deals with jpegs as well, either renamed to have the tga extension or otherwise )
You basically need to look at the features of your program and see if it supports a similar file format as to what is used in game. The settings in the dialogs of photoshop are general terms used in other programs.
The basics you need are as follows:
Save as TGA, 32 bit, RLE compression, with alpha channel.
You should be able to find help for the program you are using to achieve that, either in the program or on the forums where people discuss it. You should be aware that often programs for image editing do not support every format, or support them partially, I am pretty sure you can use Gimp though which is free.
Googling this i found gimp info on TGA's
http://www.ic.al.lg....l/file_and.html
And some info on alpha channels
http://wiki.beyondun...y:Alpha_Channel
That should help you somewhat
Size is 40x40 but that can vary depending on what the icon is for. Size is not important, the game deals with any size, and can use other file formats quite often as well. ( It actually deals with jpegs as well, either renamed to have the tga extension or otherwise )
#3
Posté 17 octobre 2011 - 08:34
Hmm, I'm not sure why the icons wouldn't show up. I assume you copied the corresponding nwn2_icons.2da file to your override folder and the icons are all TGA files? For a windows editor, you might have a look at the free download paint.NET. It can support transparency and I've been able to use it to edit TGA files directly.
#4
Posté 18 octobre 2011 - 10:19
rjshae wrote...
Hmm, I'm not sure why the icons wouldn't show up. I assume you copied the corresponding nwn2_icons.2da file to your override folder and the icons are all TGA files? For a windows editor, you might have a look at the free download paint.NET. It can support transparency and I've been able to use it to edit TGA files directly.
I downloaded Ugly_Duck´s iconpack from the vault. I copied the the icons and the 2da file into the override folder. Also I tried to copy the .tga files into to the original icon folder of NWN2 ( of course I made a copy of the original folder first). But this didn´t work neither.
#5
Posté 18 octobre 2011 - 06:19
You might check the range for the new icons in 2da file from the override folder and see if it conflicts with the reserved range in the original 2da file. Beyond that, you could check one of the missing icon names in the 2da file and see if it matches a corresponding icon file's name (minus the .tga) in the override folder. Finally, could there be some sort of file permission problem?
One other thought: when I was building my own set of icons, sometimes one of them would get some sort of "corruption", or at least an irregularity, where it didn't display properly in the toolset menu. I'm not sure whether the problem was with my (rock-solid, reliable) graphics editor or the (memory-bug plagued) toolset. When you bring up the icon menu, try seeing if the very first of the new icons you added will display. If so, you can probably scroll down until you hit the one that is bad. That one will either show up as blank, followed by blank icons thereafter, or else it will hose up your toolset and you'll need to restart.
One other thought: when I was building my own set of icons, sometimes one of them would get some sort of "corruption", or at least an irregularity, where it didn't display properly in the toolset menu. I'm not sure whether the problem was with my (rock-solid, reliable) graphics editor or the (memory-bug plagued) toolset. When you bring up the icon menu, try seeing if the very first of the new icons you added will display. If so, you can probably scroll down until you hit the one that is bad. That one will either show up as blank, followed by blank icons thereafter, or else it will hose up your toolset and you'll need to restart.
Modifié par rjshae, 18 octobre 2011 - 09:18 .
#6
Posté 19 octobre 2011 - 12:16
bringer of (hopefully accurate) news: I just merged the Bonus Icons into my nwn2_icons.2da (UD's were already in) ..
- checked UD's NWN2_Icons.2da and it seems to be missing lines 4177 & 4178. Perhaps this breaks the upper ranges.
RJ:
in NWN2_Icons.2da:
2820 ****
2821 ****
2820 ****
2821 ****
- 2 rows duplicated
5052 it_al_xthorns
5052 it_al_xnghtgft
- line # repeated (i dropped the latter to blank space at 5053).
Check it out if ya like ( my apologies if I've been doing too much LSd too much lately
ps. in both sets i didn't notice any faulty .tga's when browsing either in the Toolset, or externally.
Edit, correction: most of the Duck's icons are JPEGs w/ renamed extension (.tga), and a few are .BMPs. I managed to sneak them all through a batch converter to .jpg (renamed to .tga) & will see how it goes ....
- checked UD's NWN2_Icons.2da and it seems to be missing lines 4177 & 4178. Perhaps this breaks the upper ranges.
RJ:
in NWN2_Icons.2da:
2820 ****
2821 ****
2820 ****
2821 ****
- 2 rows duplicated
5052 it_al_xthorns
5052 it_al_xnghtgft
- line # repeated (i dropped the latter to blank space at 5053).
Check it out if ya like ( my apologies if I've been doing too much LSd too much lately
ps. in both sets i didn't notice any faulty .tga's when browsing either in the Toolset, or externally.
Edit, correction: most of the Duck's icons are JPEGs w/ renamed extension (.tga), and a few are .BMPs. I managed to sneak them all through a batch converter to .jpg (renamed to .tga) & will see how it goes ....
Modifié par kevL, 19 octobre 2011 - 01:17 .





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