G.W Cook Posted February 11, 2015 Share Posted February 11, 2015 Hey! I made a few new tools to use up that dang tungsten I've been stockpiling for a while, they work great and all, repair fine. However, I'm having trouble getting the game to show an icon for them. From what I can glean, this is defined in the items.xml (feel free to correct me anytime I'm wrong), with the preview thingy (here for the (original) pickaxe): [CODE][/CODE] So, if that is right, how come my new tools don't show any icon? Is it that each icon can only be used for one item id? (I would be surprised) I guess I'm missing something huge like when I was making shotgun slugs and went overboard with the id# (can't go up to 4800 because it makes tons of errors messages that you can't figure out are cause by that). And just in case my syntax is just wrong and that is the cause, here's one of them as an example: [CODE] [/CODE] I'm really curious as to what I'm doing wrong. And if someone has the position for the fireaxe, I'd be really grateful if you could share with me, because in my original files it's not there... and somehow the icon works fine. Edit: For furture reference, the working code is now: [CODE] [/CODE] Link to comment Share on other sites More sharing options...
Kyubey Posted February 11, 2015 Share Posted February 11, 2015 Add this line "<property name="CustomIcon" value="" />" and change value to the item whose icon you want to use. Link to comment Share on other sites More sharing options...
G.W Cook Posted February 11, 2015 Author Share Posted February 11, 2015 Oh man, thanks a lot for that. Did I miss it in the forums, I guess, but I searched for that, couldn't come up with anything relevant. Thanks a bunch. Edit: Good golly, it works! Link to comment Share on other sites More sharing options...
TehAgent Posted February 11, 2015 Share Posted February 11, 2015 You can also tint the custom icon a different color to differentiate it from the original item. I believe you can find the script in the skullcap items. I have several done that way but don't want to post it without looking at it - just in case I post it wrong. Link to comment Share on other sites More sharing options...
LT. Posted February 11, 2015 Share Posted February 11, 2015 Example: <item id="792" name="1911LT" material="metal" stacknumber="1" mesh_file="Items/Weapons/Ranged/Pistol/PistolPrefab" hold_type="ht_Pistol" repair_tools="weaponRepairKit"> <property name="CustomIcon" value="pistol"/> <property name="CustomIconTint" value="FFFF99"/> <degradation usetimes="300" breaks="false" /> <property name="SoundJammed" value="Weapons/weapon_jam" /> <property name="Weight" value="33" /> <attack_action class="Ranged" delay="0.15" range="140" damage_entity="35" damage_block="1" magazine_size="11" magazine_item="45ACPBullet" reload_time="2" bullet_icon="pistol" sound_start="Weapons/Ranged/Pistol/pistol_fire" sound_repeat="" sound_end="" sound_empty="Weapons/weapon_empty" sound_reload="Weapons/Ranged/Pistol/pistol_reload" particles_muzzle_fire="nozzleflash" particles_muzzle_smoke="nozzlesmoke" > <property name="DamageBonus.head" value="7" /> <property name="DamageBonus.glass" value="25" /> </attack_action> <use_action class="Zoom" zoom_max_out="35" zoom_max_in="35" > </use_action> <preview zoom="14" pos="0.1,-0.1" rot="0,-45,0" /> <property name="Group" value="Ammo/Weapons" /> </item> Link to comment Share on other sites More sharing options...
G.W Cook Posted February 12, 2015 Author Share Posted February 12, 2015 You can also tint the custom icon a different color to differentiate it from the original item. I believe you can find the script in the skullcap items. I have several done that way but don't want to post it without looking at it - just in case I post it wrong. Good to know. Thanks. @LT.: If I didn't know better, I would think you just made an STI aluminum frame 1911. If I'm not mistaken, that's a golden hue right? Edit: So it is indeed in the colored skullCaps. There is also something I find interesting in there, it would appear you can also alter the color of the object's texture? <property class="UMA"> <property name="OverlayTints" value="AD0000" /> </property> And any way to alter the alpha? Say I would like to make an object brighter than the original? Am I out of luck? Link to comment Share on other sites More sharing options...
G.W Cook Posted February 12, 2015 Author Share Posted February 12, 2015 Couldn't edit my post anymore, so the last remark above about "OverlayTints" is true, you can change a texture's color. And it does work pretty well, and that's a nice way to distinguish say... shot from slugs. Link to comment Share on other sites More sharing options...
Quicksilver Posted February 18, 2015 Share Posted February 18, 2015 Is there a list of the tints anywhere? I searched but my googlefoo failed me Link to comment Share on other sites More sharing options...
TehAgent Posted February 18, 2015 Share Posted February 18, 2015 Is there a list of the tints anywhere? I searched but my googlefoo failed me Any hex color will work. Some people use colorpicker.com; I use GIMP 2.0. Really, even MS Paint would work - anything that lets you select a color and gives a number/letter combination like 575757 or 441c1c etc etc. Link to comment Share on other sites More sharing options...
QuantumX Posted February 19, 2015 Share Posted February 19, 2015 Hex colour picker online for your pleasure http://www.color-hex.com/ Link to comment Share on other sites More sharing options...
Kevin1000 Posted May 5, 2018 Share Posted May 5, 2018 Ok so i have been testing trying to make new items from the items already in the game - i know the item is rubbish but its for testing. It works fine but there is no picture for it. in game its just a blank square with the name underneath it. the customicon line should be the one to give it the image right ? I used veg stew and changed the name and item id. i changed a few values in there which all work. i then changed it from veg stew to meatstew but still not getting an image. i also added the recipe in the recipe xml (see below) Please can someone help me out here. Item.xml <item id="1505" name="healthyStew"> <property name="customIcon" Value="meatStew"/> <!-- <property name="HandMeshfile" value="Items/Food/venison_stewHandPrefab"/> --> <property name="Meshfile" value="Items/Food/venison_stewPrefab"/> <property name="Material" value="organic"/> <property name="HoldType" value="23"/> <property name="Stacknumber" value="50"/> <!-- STK food --> <property name="EconomicValue" value="200"/> <property class="Action1"> <property name="Class" value="Eat"/> <property name="Delay" value="1.0"/> <property name="Use_time" value="..."/> <property name="Gain_health" value="20"/> <property name="Gain_food" value="20"/> <property name="Buff" value="extinguishFireBuff"/> <property name="Debuff" value="infection,dysentery,dysentery2"/> <property name="Gain_water" value="0"/> <property name="Gain_wellness" value="2.0"/> <property name="Sound_start" value="player_drinking"/> <!-- jar from cooking food <property name="Create_item" value="emptyJar"/> --> <property name="Buff" value="stewWarming,eatFood_78_Trigger"/> </property> <property name="Smell" value="exLargeSmell"/> <property name="Group" value="Food/Cooking"/> </item> recipe.xml <recipe name="healthyStew" count="1" craft_area="campfire"> <ingredient name="herbalAntibiotics" count="5"/> <ingredient name="antibiotics" count="5"/> <ingredient name="meatStew" count="1"/> <ingredient name="vegetableStew" count="1"/> <ingredient name="bottledWater" count="2"/> </recipe> Link to comment Share on other sites More sharing options...
Dicey Posted May 6, 2018 Share Posted May 6, 2018 Maybe im wrong but I think the line: <property name="customIcon" Value="meatStew"/> needs to be: <property name="customIcon" value="meatStew"/> Haha that stew Link to comment Share on other sites More sharing options...
KhaineGB Posted May 6, 2018 Share Posted May 6, 2018 customicon also needs to be CustomIcon, or so I've found. Link to comment Share on other sites More sharing options...
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