Help:Adding items: Difference between revisions

m
→‎Creating an inventory icon: Fixed extension typos
m (Deleted "Python scripts don't print to console" because the ones in the tutorial now do)
m (→‎Creating an inventory icon: Fixed extension typos)
Line 130: Line 130:


=== Creating an inventory icon ===
=== Creating an inventory icon ===
This section covers the inventory icons, the square images you see in the inventory grid in the pause menu. These files are kept in <code>content\UI\StockItem</code> for inventory items. Copy the old <code>sbitemco</code> file for the item you are using as your foundation, to the same location in your mod files (<code>content\UI\StockItem</code>). An <code>sbitemco</code> file is pretty much the same thing as an <code>sbfres</code> for textures, so you will edit it the same way, using Switch Toolbox. Make sure to change the name of the file to <code>[NewActorName].sbitemco</code>, the name of the file it contains in Toolbox to <code>[NewActorName].bitemco</code>, and the texture it contains to <code>[NewActorName]</code>
This section covers the inventory icons, the square images you see in the inventory grid in the pause menu. These files are kept in <code>content\UI\StockItem</code> for inventory items. Copy the old <code>sbitemco</code> file for the item you are using as your foundation, to the same location in your mod files (<code>content\UI\StockItem</code>). An <code>sbitemco</code> file is pretty much the same thing as an <code>sbfres</code> for textures, so you will edit it the same way, using Switch Toolbox. Make sure to change the name of the file to <code>[NewActorName].sbitemico</code>, the name of the file it contains in Toolbox to <code>[NewActorName].bitemico</code>, and the texture it contains to <code>[NewActorName]</code>


=== Creating an inventory name and description ===
=== Creating an inventory name and description ===
autopatrol, editnews
151

edits