Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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vanblam
- Posts: 243
- Joined: Sun Nov 09, 2014 12:15 am
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by vanblam » Sat Sep 19, 2015 9:27 pm
I was just wondering if there was a way to add more icons for the dungeon editor. Sometimes I wish I had a different icon for the model or asset that I create

( besides the ones they provide).. I have a feeling tho, that it is hard coded.
Thanks
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Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
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by Duncan1246 » Sun Sep 20, 2015 12:11 am
vanblam wrote:I was just wondering if there was a way to add more icons for the dungeon editor. Sometimes I wish I had a different icon for the model or asset that I create

( besides the ones they provide).. I have a feeling tho, that it is hard coded.
Thanks
You have to give a look to the asset pack of LG2, in textures/gui you will found the icones atlas . In the same way, see the thread of Akroma:
viewtopic.php?f=22&t=8058#p81471.
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vanblam
- Posts: 243
- Joined: Sun Nov 09, 2014 12:15 am
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by vanblam » Sun Sep 20, 2015 10:41 pm
I think you might have misunderstood my question. I'm talking about the actual icons you see in the " Dungeon Editor" for example I want to add an Icon in the editor for a skeleton. This way I have a better understanding on whats going on in the editor. It can get very cluttered with the same icons representing many different models/obstacles. Or do I simply create another dungeon_editor_icons.dds like "dungeon_editor_icons2.dds"? If so how would I call it from a script?
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minmay
- Posts: 2697
- Joined: Mon Sep 23, 2013 2:24 am
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by minmay » Sun Sep 20, 2015 11:32 pm
cant be done without modifying grimrock2.dat
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vanblam
- Posts: 243
- Joined: Sun Nov 09, 2014 12:15 am
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by vanblam » Mon Sep 21, 2015 2:11 am
ahh darn that's what I figured

.. thanks for your reply's tho
