Difference between revisions of "Icons"

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== Requirements ==
== Requirements ==


Icons must be a 64pixel x 64pixel DDS file with an alpha channel and no mip maps. Icons are displayed as quite small images by the game, and they must be easily identifiable by the player at that size. They also should make use of transparency to make them appear correctly within the game's user interface.
Icons must be a 64pixel x 64pixel DDS file with an alpha channel and no mip maps. Icons are displayed as quite small images by the game, and they must be easily identifiable by the player at that size. They also should make use of transparency to make them appear correctly within the game's user interface. All clothing items must have a male icon image to display properly in a store's inventory.


== DXTC Compression Algorithms ==
== DXTC Compression Algorithms ==
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Variations on this may be used, for instance you may wish to keep all of the icons that you make in one place, like so:
Variations on this may be used, for instance you may wish to keep all of the icons that you make in one place, like so:
  ... \Oblivion\Data\Textures\Menus\Icons\MyName\ModName\Icon.dds
  ... \Oblivion\Data\Textures\Menus\Icons\MyName\ModName\Icon.dds
Or you may have work from several different modders and you may wish to keep these separate
Or you may have work from several different modders in your mod and you may wish to keep these separate:
  ... \Oblivion\Data\Textures\Menus\Icons\ModName\ArtistName\Icon.dds
  ... \Oblivion\Data\Textures\Menus\Icons\ModName\ArtistName\Icon.dds
Any number of systems for organizing your files are possible; it is recommended that all modders use some form of organization that works for them and that they stick to it - this will make working with your mods easier for yourself and for users.
Any number of systems for organizing your files are possible; it is recommended that all modders use some form of organization that works for them and that they stick to it - this will make working with your mods easier for yourself and for users.
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For middle-range and lower resolution settings, Oblivion will have to resize the icon, which may look bad. However, you may provide resized versions yourself, at 80%, 75%, and 50% the size of the original icon - this may improve the quality of the icon at lower resolutions because image editors are capable of much cleaner resizing than Oblivion is.
For middle-range and lower resolution settings, Oblivion will have to resize the icon, which may look bad. However, you may provide resized versions yourself, at 80%, 75%, and 50% the size of the original icon - this may improve the quality of the icon at lower resolutions because image editors are capable of much cleaner resizing than Oblivion is.


These files must have the exact same name and have the exact same path as the standard icon, but must be in the menus80, menus75, or menus50 folders, respectively. For example:
These icons must still be 64x64 pixel files - the actual icon image should be resized, not the file. This means there will be a blank border on the right and bottom of the image file, which will be unused by Oblivion.
  ... Oblivion\Data\Textures\Menus\Icons\MyMod\Icon.dds <-- full size (64x64)
 
They also must have the exact same name and have the exact same path as the standard icon, but must be in the menus80, menus75, or menus50 folders, respectively. For example:
  ... Oblivion\Data\Textures\Menus\Icons\MyMod\Icon.dds <-- full size
  ... Oblivion\Data\Textures\Menus80\Icons\MyMod\Icon.dds  <-- 80% size
  ... Oblivion\Data\Textures\Menus80\Icons\MyMod\Icon.dds  <-- 80% size
  ... Oblivion\Data\Textures\Menus75\Icons\MyMod\Icon.dds  <-- 75% size
  ... Oblivion\Data\Textures\Menus75\Icons\MyMod\Icon.dds  <-- 75% size
  ... Oblivion\Data\Textures\Menus50\Icons\MyMod\Icon.dds  <-- 50% size (32x32)
  ... Oblivion\Data\Textures\Menus50\Icons\MyMod\Icon.dds  <-- 50% size
 
'''Note:''' Menus75 was added by the later official mods by Bethesda: ''Vile Lair'', ''Knights of the Nine'', and ''Battlehorn Castle''. It was never used by ''Oblivion'' or ''Shivering Isles''. It is unclear which, if any, resolutions actually use the 75% size icons.
 
'''Note:''' If an icon is intended to replace a stock Oblivion icon, it is important to supply all four versions of the icon (or at least the 100%, 80%, and 50% sizes) - Bethesda has, and if you do not, you will only replace the full size version, and users who run a lower resolution will see the old icon.


'''Note:''' If an icon is intended to replace a stock Oblivion icon, it is important to supply all four versions of the icon - Bethesda has, and if you do not, you will only replace the fullsize version, and users who run a lower resolution will see the old icon.
'''Note:''' Icons can be created with mipmaps which the game will use for lower resolutions, negating the need to create four versions of an icon. However the CS will throw a non-critical error whenever it encounters an icon with mipmaps.


== Stylistic Norms ==
== Stylistic Norms ==
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Icons in Oblivion have a "sketched" quality to them, which is rather noticeable. Users would be able to very easily pick out modded icons that did not do something similar. For seamless integration of items into the game, this should probably be imitated as best as possible.
Icons in Oblivion have a "sketched" quality to them, which is rather noticeable. Users would be able to very easily pick out modded icons that did not do something similar. For seamless integration of items into the game, this should probably be imitated as best as possible.


They also have a soft, yellowish (239 231 173 RGB or #EFE7AD) glow around the image. Note, however, that adding this precludes using a 1 bit alpha channel, which could save significant file space.
They also have a soft, yellowish (239 231 173 RGB or #EFE7AD) glow around the image. Note, however, that adding this precludes using a 1 bit alpha channel, which could save significant file space. The glow is not very noticeable, and omitting it is probably worthwhile.


Weapons are typically angled from the top-left corner to the bottom-right, with swords and daggers having their hilt up and left and other weapons having the handle pointing down and to the right. Larger weapons are often cropped in the bottom left, but the top right should be an end of the weapon.
Weapons are typically angled from the top-left corner to the bottom-right, with swords and daggers having their hilt up and left and other weapons having the handle pointing down and to the right. Larger weapons are often cropped in the bottom left, but the top right should be an end of the weapon.
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