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Making icons for add-on weapons


metroidguy
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I'm working on an add-on MG42 and I already have a gta V styled icon and all but I don't know how to assign it to the gun, anyone know how? Or what I have to modify?

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InfamousSabre

I'd also like to know if this is possible with the stock weapon wheel. I made add-on functionality in my own weapon wheel replacement, but integrating with the stock one would be nice.

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I'd also like to know if this is possible with the stock weapon wheel. I made add-on functionality in my own weapon wheel replacement, but integrating with the stock one would be nice.

How did you even make an add-on weapon wheel?

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InfamousSabre

 

I'd also like to know if this is possible with the stock weapon wheel. I made add-on functionality in my own weapon wheel replacement, but integrating with the stock one would be nice.

How did you even make an add-on weapon wheel?

 

Scripting, of course. Ripped all the weapon icons, made a few myself, made wheel textures. Just need to add the text.

https://www.facebook.com/InfamousSabre/photos/a.283531085190909.1073741830.283502185193799/488502348027114/

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I'd also like to know if this is possible with the stock weapon wheel. I made add-on functionality in my own weapon wheel replacement, but integrating with the stock one would be nice.

How did you even make an add-on weapon wheel?

 

Scripting, of course. Ripped all the weapon icons, made a few myself, made wheel textures. Just need to add the text.

https://www.facebook.com/InfamousSabre/photos/a.283531085190909.1073741830.283502185193799/488502348027114/

 

Well honestly as long as I can apply an Icon I'm good, do you mind if I use that on my mod?

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InfamousSabre

That's fine. As long as the script isn't included. The icon will need to be named properly which is pretty simple. If the weapon name is WEAPON_PISTOL, the icon name is ICON_PISTOL. Then the icon must be placed in "Grand Theft Auto V/Pickups/". Also it will need to have an entry created for it in pickups.xml in the GTAV root directory. The script isn't out yet, so of course, you don't have the xml to edit, but it will be soon-ish, assuming I don't run into any more issues.

However, there should be a way to include the icon with your dlc add-on pack. I think its pretty important we figure that out also. Not everyone will want to use my script. afaik, all the icons are bunched together into a couple different texture files. I'm assuming the textures are picked apart by the scaleform scripts that use them, so maybe the hud scaleform is updated when a dlc weapon is added? Not sure. Maybe someone can chime in on this.

Edited by InfamousSabre
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That's fine. As long as the script isn't included. The icon will need to be named properly which is pretty simple. If the weapon name is WEAPON_PISTOL, the icon name is ICON_PISTOL. Then the icon must be placed in "Grand Theft Auto V/Pickups/". Also it will need to have an entry created for it in pickups.xml in the GTAV root directory. The script isn't out yet, so of course, you don't have the xml to edit, but it will be soon-ish, assuming I don't run into any more issues.

 

However, there should be a way to include the icon with your dlc add-on pack. I think its pretty important we figure that out also. Not everyone will want to use my script. afaik, all the icons are bunched together into a couple different texture files. I'm assuming the textures are picked apart by the scaleform scripts that use them, so maybe the hud scaleform is updated when a dlc weapon is added? Not sure. Maybe someone can chime in on this.

If the bunched up icons appear via script then that means If I want to make an add-on icon either I edit the script line or I add a new line... right?

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InfamousSabre

Again, im not sure how the game picks apart the bunched icon textures. I just offered my hypothesis that it may be done by one of the game's (uneditable) Scaleform movies/objects/scripts/whatevertheirpropernameis. Hopefully someone who knows for sure can chime in.

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Yeah hud.gfx uses the texture files directly (AFAIK). And hud.gfx gets updated with every DLC (which makes adding weapons to it while being self contained in an addon very difficult (though not impossible)).

How it actually picks the texture file apart, I think it does it with "shapes" like so:

 

Those numbers are being divided by 8 to get the pixel numbers.

x1PuMFU.png

I'm definitely no expert though, and haven't done any .swf/.gfx editing before, these are just guesses based off poking around these files.

 

So I guess how to do it the way you're thinking would to create a sort of complimentary hud.gfx per-addon (which .gfx are editable, they're just .swf files) which would run along side the normal hud.gfx. Although IDK how you'd call and run the .gfx file in-game.

Edited by SonofUgly
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Yeah hud.gfx uses the texture files directly (AFAIK). And hud.gfx gets updated with every DLC (which makes adding weapons to it while being self contained in an addon very difficult (though not impossible)).

How it actually picks the texture file apart, I think it does it with "shapes" like so:

 

Those numbers are being divided by 8 to get the pixel numbers.

x1PuMFU.png

I'm definitely no expert though, and haven't done any .swf/.gfx editing before, these are just guesses based off poking around these files.

 

So I guess how to do it the way you're thinking would to create a sort of complimentary hud.gfx per-addon (which .gfx are editable, they're just .swf files) which would run along side the normal hud.gfx. Although IDK who you'd call and run the .gfx file in-game.

Well... I guess I'll give it a try but damn! All it used to take was replace a .png file lmao

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