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.
For a guide how to ensure image transparency, see here.
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.
Setting up the files
First of all, download the template archive (kindly provided by Apart). This includes the following files:
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
Export
preview_icons.xbm
via the Export tool — we'll overwrite the resulting file to reimport it.Open
40_item_template.pdn
in paint.net and put all your icons in.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
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.
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