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Custom icon pack

Using png files and json, you can customize icons for pins added by Automatic mapping.

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Directory structure

In order for Automatics to recognize the custom icon pack, the directory must first be placed in /Valheim/BepInEx/plugins; If your icon pack is named AWESOME-ICON-PACK, the directory structure of the required files is as follows.

/Valheim/BepInEx/plugins/AWESOME-ICON-PACK
automatics-child-mod
Textures
custom-map-icon.json
ICON_1.png
ICON_2.png, ICON_3.png, …​

Next, let’s look at the details of each file.

automatics-child-mod

This file is required for Automatics to recognize the icon pack and must be placed directly under AWESOME-ICON-PACK. The extension must not be present, and zero byte files are fine.

Textures

Folder where custom-map-icon.json and image files are placed.

custom-map-icon.json

This file is used to define custom icons and should be placed directly under the Textures. The format is described in detail in Format of custom-map-icon.json.

ICON_X.png

An image file of the icon. PNG files with alpha channel are preferred. Prepare as many as you need.

Format of custom-map-icon.json

See custom-map-icon.json below. The first item applies the boar.png icon only to the level 1 Boar. Nametag is hidden and the icon is displayed at a 2x scale, as specified in options; The next item applies the deer.png icon to all levels of Deer. Since options is omitted, the nametag is visible, and the icon is displayed at 1x scale.

[
  {
    "target": {
      "name": "$enemy_boar",
      "metadata": {
        "level": 1
      }
    },
    "sprite": {
      "file": "boar.png",
      "width": 32,
      "height": 32
    },
    "options": {
      "hideNameTag": true,
      "iconScaleLargeMap": 2,
      "iconScaleSmallMap": 2
    }
  },
  {
    "target": {
      "prefabName": "Deer"
    },
    "sprite": {
      "file": "deer.png",
      "width": 32,
      "height": 32
    }
  }
]

Now let’s look at the details of each item.

target

Describes information about the target to which the icon is applied.

name

Specify a display name such as Boar or an internal name such as $enemy_boar; See the Matching by "Display name" and "Internal name" section for the difference between matching by display name and internal name.

prefabName

Specify Unity prefab names such as Greydwarf_Elite or Greydwarf_Shaman. It can be specified together with the "name" field.

metadata

Describe if you want to further narrow down the target by information other than a name. If omitted, the icon will be applied to all targets matching the name.

level

By setting up this field, it is possible to assign a different icon for each level of animal or monster. Note that the unstarred state is level 1. One star is level 2 and two stars are level 3.

sprite

Describes information about the image file.

file

Describes the path to the image file. This path is handled as relative to the Textures folder. In other words, if icon1.png is Textures/icon1.png, the file Textures/sub/icon2.png will be loaded; if sub/icon2.png, the file Textures/sub/icon2.png will be loaded.

width

Width of the image file. Please describe the size including the transparent area.

height

Height of the image file. Please describe the size including the transparent area.

options

Options to control pins in Minimap. You can omit the options if you don’t need it.

hideNameTag

When true, the name tag on the map pin will be hidden.

iconScaleLargeMap

Specify the scale of the icon on the map when zoomed in. 0.0 or higher enables it.

iconScaleSmallMap

Specify the scale of the icon on the minimap. 0.0 or higher enables it.

Example files

I don’t feel I have explained it very well, so I have prepared a sample file. Please click here to check the structure of the file that actually works. You can also download the zip file and check the operation on your PC.

Note
Zip is not guaranteed to work with mod loaders other than Vortex; if you are using a mod loader other than Vortex, please manually place the files in the Zip into the appropriate directory.