Boe6's vehicles: GUI Images
Summary
Last documented update: April 25 2025 by mana vortex
This page will show you how to create custom GUI images for your vehicle.
1. The vendor icon
Step 1: Adding the files to your project
Find the file that is referenced in your record's
UIIcon.Brand_Logo
and add it to your project (e.g.base\gameplay\gui\common\icons\weapon_manufacturers.inkatlas
).Open the file, and find the .xbm referenced in
slots[0]
>texture
Add this file to your project as well (
base\gameplay\gui\common\icons\weapon_manufacturers.xbm
)Copy the texture path from
slot[0]
toslot[1]
(they should be using the same texture)Save the inkatlas and close it
Now, move the
xbm
(use Wolvenkit's rename dialogue, and check the box)Repeat the process for the
.inkatlas
. The paths should update automatically, you should now have something like this:
Using local files
To make sure that your car uses the local files, make sure that your .yaml contains all of the following (the third block should be new):
Vehicle.your_vehicle
...
manufacturer: Vehicle.Brand
Vehicle.Brand:
$type: VehicleManufacturer_Record
enumName: Brand_Logo
UIIcon.Brand_Logo:
$type: UIIcon_Record
atlasResourcePath: boe6\mini_cooper\assets\logos.inkatlas
atlasPartName: mini
That's it - your car should now use your local files. You can check this by removing the atlasPartName
line and checking if you still have a logo, or leave it in and check that you don't.
Step 2: Editing your texture
Export your .xbm to a .png file (see the info box)
Use your favourite graphics editor to exchange the "Mini" icon with your personal brand icon
Save the .png file with alpha channel (if you don't know how, refer to the link in the info box)
Use the import tool to import the texture again. "Transparency from alpha channel" should be automatically selected.
Changing the texture slot name
This part is optional.
Open your .inkatlas file, and switch to the
Part Mapping
tabClick on your logo and make sure that it's all inside the box:
In the UI on the right, change partName to refer to your brand. The slot name will update automatically. For example:
If your image does not fit the slot, you can switch back to the first tab and delete all other slots, then change the
clippingRectInUVCoords
property:
Save and test.
Logo should now show as the updated image when scanned in-game. Example:
2. The call menu
Now we'll set your car's icon(s) for the call menu.
Step 1: Change the .yaml
Add the following lines to your .yaml (you need to repeat this process for every colour variant, unless you are using the $instances
approach to tweak generation):
...
icon:
atlasPartName: boe6_mini_cooper_vcd
atlasResourcePath: boe6\mini_cooper\assets\vehicle_icons.inkatlas
Now, it's time to take preview pictures.
Step 2: Vehicle summon icons
Create a 500x500px icon for each of your car's colour variants.
The .png files need to be named exactly like the atlasPartName
property in the yaml.
In Wolvenkit, select File -> Add Files... -> Generate .inkatlas
Fill the dialogue like this:
Click the "Finish" button
Wolvenkit has generated two new .png files for you. Import them via the Import Tool.
Check your newly-generated inkatlas. You should see a preview, and everything should in general be fine.
If you start the game now, your car should have preview icons in the vehicle summon menu.
Step 3: Virtual Car Dealer images
For the sake of simplicity, this guide will re-use the same icons for the Virtual Car Dealer preview.
Simply add the following lines to your .yaml:
Vehicle.boe6_mini_cooper.dealerPrice: 63000
Vehicle.boe6_mini_cooper.dealerCred: 8
Vehicle.boe6_mini_cooper.dealerAtlasPath: boe6\mini_cooper\assets\vehicle_icons.inkatlas
Vehicle.boe6_mini_cooper.dealerPartName: boe6_mini_cooper_vcd
That's it — Virtual Car Dealer now knows what image goes with your car, and also what it should cost.
The images should display properly on both the vehicle call menu, and the virtual car dealer website.
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