View Full Version : Item Icons
Keneth
11-09-2008, 09:18 PM
Any idea whereupon I might find item icons? I've searched through all the KFS files but found nothing. They are not vital to my mod but I would still like to fiddle around with them if possible.
Keneth
11-28-2008, 08:22 PM
ok, so I've figured out that all item textures (and other types of textures as well, I guess) are all crammed into one or more compressed texture files and not archived as I first assumed. What led me to this conclusion was the itextures.txt which is composed of blocks like this:
block {
filename=heroitem_helm_commander.png
in_tex_pos=608,165
in_tex_size=52,52
geom_pos=0,0
geom_size=1,1
mask=498230,338
}
The first entry is the name the game uses to call for the texture, the second I'm guessing are (pixel) coordinates in the large texture file, then size obviously, no idea what the next two are but they appear to be the same for all entries, and the last one is data about the image mask (though I'm not sure what it represents, likely transparency color).
The only problem now is, I can't seem to find which files these textures are in. Anyone feel like helping me in the search? It's likely one of the DDS files which can be opened with photoshop or a similar program (you need to download a plugin for it first though). I wanna start making some custom items/skills, so I'd be nice if we figured this out. :mrgreen:
Keneth
11-28-2008, 11:05 PM
I'm talking about item icons that you see in the inventory, not model textures. I wish it were that easy to find them. :grin:
Keneth
11-28-2008, 11:26 PM
I know it's from textures.kfs but those are textures that are wrapped around models so that you see more than just wireframes or gray shapes. :mrgreen:
This is what I'm looking for:
http://keneth.kombajn.org/pics/dragonslayer.png
If you find a texture file with a lot of these inside you will have struck the jackpot. It has to be somewhere inside textures.kfs, I don't know why they would be anywhere else...
bman654
11-28-2008, 11:55 PM
since there are a whole bunch of them. Try looking for the biggest files in that textures.kfs. One of them probably has them.
Mystic Phoenix
11-29-2008, 07:45 AM
I can tell you where I found them, but you have to be a little patient, because I'm on the go right now. ATM I can tell you, you are right, there are about 10 files where all the icons are stored.
I'll be back in about 6 hours and I will look it up for you ASAP.
Maybe in the meantime you can help me with a problem. I edit the German text files, because there are horrible translations at some points (not to mention the huge amount of spelling and grammar errors).
Editing the lng.files does the trick, but sometimes it doesn't work as the in-game text remain unchanged. Very often names in the title line in dialogues stay the same (For example Elario Shivarius remains as Elario Zittarius) and I have no idea, why).
Are there other files, where text data is stored or are there easy solutions (like restarting the game, which in this case does not help)?
Keneth
11-29-2008, 12:26 PM
That's odd, all the game text sho9uld be in the language files, maybe something's overriding the changes you made. How are you storing your modifications? Are you overwriting the original files or saving them in a custom lng file inside the mod directory?
Mystic Phoenix
11-29-2008, 01:55 PM
That's odd, all the game text sho9uld be in the language files, maybe something's overriding the changes you made. How are you storing your modifications? Are you overwriting the original files or saving them in a custom lng file inside the mod directory?
Well, I'll try removing installed mods, although I checked them and there don't seem to be text files inside. I overwrote the old kfs.
But here comes the solution for your problem: The icons aren't stored in textures as one might suppose, but inside the file data.kfs. There you have to look for tex1.dds to tex11.dds
You can convert those to jpgs with dds converter (freeware). But beware, those files aren't sorted in categories but quite a razzle-dazzle. Well, you'll see what I mean :).
Keneth
11-29-2008, 02:12 PM
Bah, those were exactly the files I was looking for (already been answered on russian forums) but I never thought of looking into data.kfs, idiot. :rolleyes: Thanks for pointing me in the right direction, seems like items are stored in tex9.dds so it should be easy enough to add new icons now. :mrgreen:
Oh an what I was trying to say, make a new language file for your edits (something like de_!!fixes.lng), archive it in a custom KFS and put it inside the mods folder. That way your changes should take priority over other language files currently in the game (and you can share it with others if you want).
tungstenHead
11-29-2008, 02:15 PM
I sifted through the names of all the files in the texture.kfs file and looked at the files that popped out at me -- stuff with "ui" in the name and other things that weren't immediately clear. It turns out, the icons aren't in there at all! The UI textures are actually in data.kfs instead, with the filenames tex1.dds through tex11.dds (the item icons are in 8 and 9 specifically).
The right car, on the right street... in the wrong town. :)
(EDIT: You'd think proofreading a paragraph wouldn't take a half hour, but sometimes, it just does.)
Keneth
11-29-2008, 02:21 PM
Haha, I tend to browse the web while I'm typing a post, sometimes taking me almost an hour for a simple post. And then I still have to edit it because I wasn't paying enough attention to make it grammatically correct. :mrgreen:
Lestas
12-05-2008, 12:01 PM
you can add your own items without editing those tex01-tex09.dds files :) just create your own .dds file using photoshop (DXT1 type) and add some text to itextures.dat (or using KBMaster add this text to ###.dat where ### is your mod ID-number)
Keneth
12-05-2008, 10:20 PM
Yes, I've figured that part out once I noticed that all blocks are part of a top-level class that dictates which texture file the images are in. I was so preoccupied with how the blocks work that I missed that part completely. Makes much more sense now. :mrgreen:
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