Your own preview icons

How to add custom preview images by using a custom .inkatlas file

Summary

Created by mana vortex Updated July 27. 2023

The guide below will teach you how to make preview icons. While it's a technically a subsection of the ArchiveXL item additions guide, you can use the steps below to make any kind of preview item.

Difficulty Level: You know how to read and can either edit images or make use of the corresponding guide. It's easy!

If you want to have gendered preview icons, check here.

The required files

If you downloaded the example project (Getting the files), the preview is already hooked up. Otherwise, download the template archive (kindly provided by Apart).

Go away with your examples, I'll do everything by hand!

Okay, you do you. Here's how:

Finding the files by hand
  1. search in Wolvenkit for icons > .inkatlas

  2. Pick one of CDPR's icon files (look inside first, you want the right format) and add it to your project

  3. Right-click on the file in the asset browser and select "find used files"

  4. Find the .xbm file and add it to your project as well

  5. Move both of these files to your custom folder, as you don't want to overwrite game default icons

  6. Optionally: Re-name them. This guide assumes that they're named preview_icons.inkatlas and preview_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

Fixing up your texture

  1. Export the original .xbm file via Tools -> Export Tool

  2. Find the resulting file under "raw"

  3. Open it in your image editor

  4. Edit it to your heart's content

  5. Overwrite the png file with your edited one. Mind the transparency!

Hooking up the inkatlas

  1. Open the file in WolvenKit.

  2. Open the list slots.

  3. For the first two inkTextureSlot items, set the value for DepotPath to the relative path of your xbm (tutorial\torso\my_custom_shirt\ops\preview_icons.xbm):

  4. Save the file. If it doesn't update, close and re-open it.

  5. You now have a tab "PartMapping". You can see which texture corresponds to which slot by selecting it in the other tab and checking the partsValue:

Using it

You can now hook up your preview icon(s) to whatever mod you are making.

If you want to use gendered preview icons, check here. In this case, you do not add an icon record to your item.

ArchiveXL: Add it to the .yaml

Check the code box below — the last three lines add a preview icon.

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

Please refer to the ArchiveXL guide for an explanation of the other properties, as this page will only hold information about preview icons.

  • atlasResourcePath: relative path to your .inkatlas file

  • atlasPartName: slot name in your .inkatlas file (which you can see in the PartsMapping tab)

That's it! Time to test!

If you run into any issues with your texture's transparency, please check the textures import/export guide!

Last updated

#647: Add info on downloading Phantom Liberty DLC files for rollback

Change request updated