Builder icons

Randor244

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I need four icons, a peasant, peon, wisp and acolyte icon.
They should look like the normal icons, but with something added that makes them look like settlers.
Like a hammer in the corner of the icon or something...

Can anyone do this for me?
+rep of course :D
 

LurkerAspect

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So you need them in sort of a classification system? But they need something special to show them as builders?

I'll see what I can do.

OFF-TOPIC: I've found a gap in the market; icon requests! This is the third one I'm doing
 

Randor244

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I'm making two sub-factions of each WC3 race. Each (normal) race will have a special builder called "Founder", that they can trail in their headquarters. The founder can then build the hedquarters of the subfactions.
So the icons of the founders should differ a bit from the regular builders, so one can differ them. The model file should be exactly the same though.
 

LurkerAspect

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Here's a couple of ideas:

BTNAcolyteE.jpg


or

BTNAcolyteB.jpg


Wat do you think?

EDIT: Here's another one, I think this is probably the best idea (except replace teal border with common team colour (ie red for orc, blue for human, etc)

BTNAcolyteD.jpg
 

Randor244

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I like the second one the most. Such an effect to all four builders would be perfect :)
(In different colors then)
 

Randor244

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I think it's good as it is.
Oh, and I'm a real noob at importing icons. Should I import these directly, and in that case, which path should I set?
Or should I use some other application first?
 

LurkerAspect

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That's OK :D

You do it like this: (or at least, this is how I do it)
  • Import your icons in the import manager
  • If the icon has the prefix "BTN', then double click on the icon (in the import manager) click on the button "use custom path" and enter in the following:
    "ReplaceableTextures\CommandButtons\BTNAcolyteFounder.tga (example)
  • If the icon has the prefixe "DISBTN," then change the patch to:
    "ReplaceableTextures\CommandButtonsDisabled\DISBTNAcolyteFounder.tga (example)
    (Acolyte.tga represents your custom icon)
  • That should do it.

It's the same thing with Passive buttons, but slightly different:
  • If the Icon has the prefix "PASBTN" then change the file's path to:
    "ReplaceableTextures\PassiveButtons\PASBTNAcolyte.tga
  • If it has the "DISBTN" prefix and you know that it is the disabled icon of a passive button, change the file's path to:
    "ReplaceableTextures\PassiveButtonsDisabled\DISBTNAcolyte.tga
    (Not sure if that's really required, but that's what I do.)

Here's the link to an official icon tutorial.
 

duyen

New Member
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That's OK :D

You do it like this: (or at least, this is how I do it)
  • Import your icons in the import manager
  • If the icon has the prefix "BTN', then double click on the icon (in the import manager) click on the button "use custom path" and enter in the following:
    "ReplaceableTextures\CommandButtons\BTNAcolyteFounder.tga (example)
  • If the icon has the prefixe "DISBTN," then change the patch to:
    "ReplaceableTextures\CommandButtonsDisabled\DISBTNAcolyteFounder.tga (example)
    (Acolyte.tga represents your custom icon)
  • That should do it.

It's the same thing with Passive buttons, but slightly different:
  • If the Icon has the prefix "PASBTN" then change the file's path to:
    "ReplaceableTextures\PassiveButtons\PASBTNAcolyte.tga
  • If it has the "DISBTN" prefix and you know that it is the disabled icon of a passive button, change the file's path to:
    "ReplaceableTextures\PassiveButtonsDisabled\DISBTNAcolyte.tga
    (Not sure if that's really required, but that's what I do.)

Here's the link to an official icon tutorial.

You can also use my Path Finder to find the path.
 

LurkerAspect

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Ah, that's quite a sexy little system!

I think you should make an offline version of that!

Thanks for the link
 
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