Adding items: Preview images
How to add custom preview images by using a custom .inkatlas file
Summary
This part teaches you how to set up preview images for your newly-added ArchiveXL project.
Difficulty Level: You know how to read and can edit images. (If you can't edit images, there's a guide!)
The required files
If you downloaded the example project, the preview is already hooked up. If you don't want to do that for some reason, you can just take one from the game:
search in Wolvenkit for
icons > .inkatlas
Pick one of CDPR's icon files (look inside first, you want the right format) and add it to your project
Right-click on the file in the asset browser and select "
find used files
"Find the .xbm file and add it to your project as well
Move both of these files to your custom folder, as you don't want to fuck up already-existing items
Optionally: Re-name them, as the guide assumes that they're named
preview_icons.inkatlas
andpreview_icons.xbm
You should now have a structure like this:
tutorial
ops
- my_tshirt_factory.csv
- translation_strings.json
- preview_icons.inkatlas <<<
- preview_icons.xbm <<<
Taking preview pictures
You have two options on taking preview pictures. Both are relatively tedious, since you have to do it by hand. This is not a step-by-step, but you can find a few pointers here:
Blender
You can export your mesh with all its materials to Blender and take your preview pictures there.
In-game
Make sure V isn't on the screenshots with Appearance Menu Mod's
invisible V
toggle or Invisible CharacterGet an outfit manager like Wardrobe to create outfits where V is wearing nothing but the item
Optional: Use AMM Photo Studio Props for backgrounds — it has black, white, or greenscreen
Fixing up your texture
Export the .xbm file via Tools -> Export Tool
Find the resulting file under "raw"
Edit it to your heart's content
Overwrite the png file with your edited one
Import it back via Tools -> Import Tool
Hooking up the inkatlas
Open the file in WolvenKit.
Open the list
slots
.For the first two
inkTextureSlot
items, set the value forDepotPath
to the relative path of your xbm (tutorial\torso\my_custom_shirt\ops\preview_icons.xbm
):Save the file. If it doesn't update, close and re-open it.
Add it to the yaml
The last three lines in the box below control the icon:
atlasResourcePath
: relative path to your .inkatlas fileatlasPartName
: slot name in your .inkatlas file (which you can see in thePartsMapping
tab)
Items.my_custom_shirt_redwhite:
$base: Items.GenericInnerChestClothing
entityName: my_custom_shirt_factory_name
appearanceName: appearance_root_entity_white_red
displayName: my_shirt_localization_name_white_red
localizedDescription: my_shirt_localization_desc
quality: Quality.Legendary
appearanceSuffixes: []
icon:
atlasResourcePath: tutorial\torso\my_custom_shirt\ops\preview_icons.inkatlas
atlasPartName: slot_01
Again, please note that indent is crucial here, as it determines the node structure. The first line needs to have an indent of 0, the lines from $base
to icon
need to have two spaces, and the lines atlasResourcePath
and atlasPartName
need to have four.
That's it! Time to test!
If you run into any issues with your texture's transparency, please check the textures import/export guide!
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