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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'''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 (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:''' 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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