bongobeat wrote:please can someone enlighten me about making an icon grid for spells?
does the icons have a certain size (minimum or ...)?
I've looked in the asset pack, the textures used is a 256x256, so how do you make the grid?
(I tried with the gfxatlas toolkit, the same way I use to make icons grid for items, after that method, there is no icons that correspond to the spell)
Each atlas is a simple image with the icons placed next to each other. You don't create a grid, you just create an image, and the game reads it as a grid and adds whats located in certain places to what you assigned it to.
Now, lets take this image as an example:
If we are to convert it to .DDS, place it inside the mod folder, and tell the spell to use it as an atlas, the game will automatically spread it into a grid, and give each cell an index. If we are to visualize this, it will look something like this:
You tell the game which icon should be used through '
spellIcon', where you chose a cell, and the game uses whatever is in that cell as an icon for the spell you defined. Cells are numbered left-to-right, top-to-bottom. If you are to write " spellIcon = 1, " then the top left corner cell will be used as the icon.
The image itself is 256x256, but the game only reads 250x250 of it. I do not know if you need those extra 6 pixels on each side for technical reason or not, but I'll assume its required. (Otherwise it wouldn't have been there, right?)
You can use this as a template, where each checkered part is a 50x50 cell. (The red part is the unused part)
you should know that items/traits, spells, and conditions use different dimensions (sizes) for their atlases and cells.
Cell sizes - Items/Traits 75x75 | Spells 50x50 | Conditions 32x32
Atlas size for Items is (probably) up to 1024x1024, can't say for sure about traits, spells, and conditions. I do know that condition atlases read only the first 4 cells (first 128 pixels from the left side) horizontally, and the 5th cell is under the 1st one. I assume this applies to everything, but at a different cell interval. (13 for items, 10 for traits, 5 for spells, and 4 for conditions)
About GFXAtlas Toolkit - It only works properly with items because of what I explained earlier.