Your own HUD icons

Summary

Created by MxOrcBoi Published July 15. 2023

This guide is a subsection of the Weapons ArchiveXL guide and details the process of adding a HUD icon. The same principle applies for other parts of the UI.

Adding custom player HUD icon

Custom HUD created for the rebar club.

To add custom HUD icon:

  1. Add base\gameplay\gui\widgets\ammo_counter\atlas_ammo_counter.inkatlas and base\gameplay\gui\widgets\ammo_counter\atlas_ammo_counter.xbm to your project.

  2. Export base\gameplay\gui\widgets\ammo_counter\atlas_ammo_counter.xbm as PNG and create a custom icon in chosen editing software. (You can refer to creating custom inventory icons if you need further reference material).

  3. Import your PNG over the xbm with those settings:

HUD Icon import settings.
  1. Edit the inkatlas file as in the icon creation guide.

Editing the .yaml file

Now that you have a custom preview icon, it's time to hook it up. You do this by editing the .yaml file.

You'll find written instructions below the screenshot.

The base record

Add a HUDWeaponIcons entry at the root level of your .yaml (no indent). Give it a name, such as HUDWeaponIcons.TheFallout in the screenshot above.

It has the following properties (indent level 1):

Key
Value
Explanation

$type

gamedataUIIcon_Record

This tells the game that it's a UI icon

atlasResourcePath

path/to/your/file.inkatlas

relative path to your inkatlas file (right-click it in Wolvenkit and select "Copy relative path")

atlasPartName

slot_02

name of the icon's slot in the inkatlas. If you don't know it, see here.

Making the weapon use it

Add a new property to the weapon that refers to the record you have created above:

hudIcon

HUDWeaponIcons.TheFallout

That's it! After starting the game,

Last updated

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

Change request updated