Icons

Here's a workflow for custom status effects icons which works !

  • WolvenKit 8.8.1
  • Illustrator 2023
  • Photoshop 2023
  • InkAtlas Utils 0.6.0

design in Illustrator (optional)

A good way to design in illustrator is to split each icon in a separate artboard, named after the final icon.

Each artboard can contain one or more layers for a single icon design.

  • create new document
    • 640x512 pixels
    • 72 DPI
  • create a black background for the whole icons (640x512 pixels) on a "Background" layer
  • name each of the layers and their corresponding artboard after its final icon e.g. notably_first_aid_whiff
  • create a black background rectangle for each icon (64x64 pixels) to use as placeholder

.ai document structure

Once happy with your icons:

  • File > Export > Export for Screens

    export them e.g. to raw\addicted\gameplay\gui\widgets\healthbar

    .ai Export for Screens settings

import into Photoshop

If you chose to design on Illustrator:

  • create a new document:

    • 640x512 pixels
    • 72 DPI
  • create a black background layer "Background" and lock it

  • import and position each of the previously generated PNG icons to your document

  • create as many black backgrounds layers as there are icons, named after the icons

    these are placeholders so that Inkatlas Utils plugin generate Part Mapping of 64x64 pixels, inside of the size of the inner icon's graphics

  • group all your icons layers together, and below all the placeholders together

.ps document structure

export from Photoshop

⚠️ if you use a Cloud document

  • File > Save as Copy > On your computer
  • then do the following steps from your local copy, because sometimes cloud sync will leave your document in a wrong state after playing batch actions with the plugin

Then proceed:

  • open Inkatlas Utils from Plugins panel
  • Export to TGA, e.g.
    • 100: raw\addicted\gameplay\gui\widgets\healthbar\atlas_addicted.xbm
    • 50 (for 1080p): raw\addicted\gameplay\gui\widgets\healthbar\atlas_addicted_1080p.xbm
  • Generate InkAtlas, e.g.
    • InkAtlas filename: atlas_addicted
    • XBM Depot Path: addicted\gameplay\gui\widgets\healthbar\atlas_addicted.xbm
    • XBM Depot Path (1080p): addicted\gameplay\gui\widgets\healthbar\atlas_addicted_1080p.xbm

import in WolvenKit

  • launch WolvenKit
    • Tools > Import Tool

      • import both .tga as follow

        credits to IslandDancer on Discord

        WolvenKit .xbm import settings

    • right click on raw\addicted\gameplay\gui\widgets\healthbar\atlas_addicted.inkatlas.json then Convert from JSON

    • double-check your .inkatlas to make sure everything looks as expected

      .inkatlas Part Mapping

Troubleshooting

  • in Part mapping, the placeholder only fits my icon, it's definitely smaller than 64x64px: then re-export from Photoshop with InkAtlas Utils plugin, making sure your 64x64 placeholders are not hidden/locked.
  • in Part mapping, there's 2 placeholders named after each of my icons: then open your inkatlas in WolvenKit and remove the duplicates in parts : only keep your 64x64 placeholders, these are the ones that matter for dimension purpose.

consume in your mod

  • open your IDE
    • edit your YAML Tweak, e.g.

        YAML
      UIIcon.NotablyWeakenedFirstAidWhiff:
       $type: UIIcon_Record
       atlasPartName: notably_first_aid_whiff
       atlasResourcePath: addicted\gameplay\gui\widgets\healthbar\atlas_addicted.inkatlas
      
    • use in your tweaks, e.g.

        YAML
      BaseStatusEffect.NotablyWeakenedFirstAidWhiffV0:
       $base: BaseStatusEffect.FirstAidWhiffV0
       uiData:
         $base: BaseStatusEffect.FirstAidWhiffV0_inline4
         iconPath: NotablyWeakenedFirstAidWhiff
      

Enjoy sweet and sharp icons !

final in-game custom icon