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  #1  
Unread 08-19-2009, 01:16 PM
lordebon lordebon is offline
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Default DDS files for item icon backgrounds

I'm looking for the backgrounds for the item icons (the little 'puffball' that is colored from gray to blue to etc. based on rarity) but I cannot seem to find them, not even the base gray one. They don't seem to be in the regular icon files, unlike the spell icons (where the background colors are included in those DDS files).


Does anyone happen to know where they are, or at least where the base gray one is? I took a brief look in the vpk files but didn't see it there either (but that's kind of a tricky thing to navigate, I didn't look through all of it).
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Unread 08-19-2009, 04:29 PM
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If I understand your question correctly and this is about inventory backgrounds then you are looking for \images\icons\icon_transp1.dds
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Unread 08-19-2009, 08:13 PM
lordebon lordebon is offline
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Quote:
Originally Posted by gm9 View Post
If I understand your question correctly and this is about inventory backgrounds then you are looking for \images\icons\icon_transp1.dds
I saw that one, but nothing in it looked quite like the background blob. Unless that brown one is supposed to be it (and they just re-color it in game)?.
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Unread 08-19-2009, 10:00 PM
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The background icon is at 210,0 and yes it is being tinted during runtime.

edit: Or just check the XML, to quote from eq2ui_IconStyles.xml:
Code:
<IconStyle BackGlowRect="210,0,252,42" BackGlowResource="/images/icons/icon_transp1.dds" BackRect="84,42,126,84" BackResource="/images/icons/icon_transp1.dds" description="Same as button but no iconrect" FrameRect="126,42,168,84" FrameResource="/images/icons/icon_transp1.dds" MouseOverRect="84,84,126,126" MouseOverResource="/images/icons/icon_transp1.dds" Name="inventory" PressedRect="168,42,210,84" PressedResource="/images/icons/icon_transp1.dds" ProgressRect="84,42,126,84" ProgressResource="/images/icons/icon_transp1.dds"/>
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Last edited by gm9 : 08-19-2009 at 10:03 PM.
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Unread 08-20-2009, 08:45 AM
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Ah, I had hoped that the tinting based on quality was done in the DDS and not on runtime. That brown one looked so off, color-wise, that I initially skipped over it as not being the right one.
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Unread 12-14-2012, 07:14 PM
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Anyone know if the colours for the 'puffball' are in the dds files anywhere, or what the colours are? I have the border and brown puffball, but I'm not sure how to get it tinted properly with Photoshop - I need blank ones of each colour.
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Unread 12-14-2012, 07:22 PM
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Quote:
Originally Posted by Lera View Post
Anyone know if the colours for the 'puffball' are in the dds files anywhere, or what the colours are? I have the border and brown puffball, but I'm not sure how to get it tinted properly with Photoshop - I need blank ones of each colour.
The colored ones are not in the DDS directly, they're generated at runtime sadly.

If you don't want to fiddle with guess-and-check tinting in photoshop, what you might be able to do is to find the icon of an item you have of a given rarity and try editing the DDS to remove the icon (make it blank) that way you could take a screenshot and get just the tinted puffball.
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Unread 12-14-2012, 07:48 PM
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Oooo, interesting idea. By 'make it blank', would I paint it black to match the background of the file? And where would I put it after that? (I'm using EQ2Map, and have a folder for that, but I'm completely new at installing changed DDS files).

Last edited by Lera : 12-14-2012 at 07:52 PM.
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Unread 12-14-2012, 08:03 PM
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Could probably just edit the Alpha layer, and color that area black (for zero visibility).
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Unread 12-14-2012, 08:17 PM
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The icon files are in UI/Default/images/icons/. To use a custom one, you'd put it in UI/WhateverYourCustomUIIs/images/icons and keep the name the same (eg icon_is55.dds would stay named icon_is55.dds).

By making it blank, I meant making it transparent. But thinking again, Drums has the right idea of it, you need to edit the alpha layer and make it entire black, as that will make it transparent. Making the content (what you normally see) anything different would just overlay that on top, you have to use the alpha layer to make it transparent.
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Unread 12-14-2012, 08:46 PM
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I followed the directions in the sticky thread about the alpha channel. I saved the files as ARGB 8 bpp | 256 colors + alpha, No MIP maps, 2d Texture. When I'm loading the game, I get a crash with "Unknown DDS texture flags" 00a64dad 2930e920. Am I not using the right settings?
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Unread 12-14-2012, 09:21 PM
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If you're using photoshop with the nvidia plugin, save it as DXT3 (ARGB 8bbp | explicit alpha), 2D texture, no MIP maps. I don't have experience editing DDS in any other application, but in photoshop those are the settings I've used that have worked fine.
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Unread 12-14-2012, 09:49 PM
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Those settings worked! Thanks!
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