Custom in-game icons

Creating a custom inkatlas

Preview images

Okay, now you've added something! But it doesn't have a preview icon yet - you'll have to add this manually. For this purpose, you'll have to edit an image.

Cyberpunk uses xbm as format for its textures. These textures are then mapped (divided into slices) by inkatlas files. The individual slots can then be used by the game for pretty much everything from UI elements to phone call icons — and image previews.

If you want to use the in-game previews, you can find them under base\gameplay\gui\common\icons\items

Setting up the files

First of all, download the template archive (kindly provided by Apart). This includes the following files:

Template
Size of slot image

5_outfits

160x320 (x5)

5_weapons

360x120 (x5)

40_items_inkatlas_template

160x160 (x40)

This guide assumes that you have a bunch of ready-made icons lying around - if you don't and have no idea where to start, you can check this link, section "Making the icon".

Select 40_items_inkatlas_template and copy the .inkatlas and the .xbm to a folder of your choice inside your Wolvenkit project( this guide will be using tutorial\ops).

I'm renaming both of them to preview_icons so that future me won't be confused about this:

YourWolvenkitProject
  source
    archive
      tutorial  
	ops		   
      	  - preview_icons.inkatlas  
      	  - preview_icons.xbm      
  1. Export preview_icons.xbm via the Export tool — we'll overwrite the resulting file to reimport it.

  2. Open 40_item_template.pdn in paint.net and put all your icons in.

  3. Once you're done, hide the background layer and overwrite the file you've created in Step 1:

<yourModDirectory>\raw\tutorial\ops\preview_icons.png
  1. Import the file. Make sure that IsGamma is turned off, everything else should already be OK:

You can now open preview_images.xbm in Wolvenkit and see your new, edited items.

Last updated

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

Change request updated