I created and imported custom icons (.blp files) for the same map no long ago (with a tutorial on this website).
To import them, the tutorial told to change the path of the .blp files in the import manager.
Example:
ReplaceableTextures\CommandButtons\BTNgrb.blp
instead of:
war3mapImported\BTNgrb.blp
Did not really understand why... Nevermind.
It's important to do so for icons. Setting the path of the icon will tell the game how it may use it.
When you import an icon, most of the time, you need at least 2 icons:
- One with BTN, which is used for standard view of the icon.
- The other one with DISBTN (which stands for Disabled Button), which is used for various reasons: when a unit hasn't unlocked the ability, when the game is paused...
And you need to set the right path. For example:
- ReplaceableTextures\CommandButtons\BTNgrb.blp
- ReplaceableTextures\CommandButtonsDisabled\DISBTNgrb.blp
If you don't, you will get a flashy green icon instead of your icon.
When you assign an custom icon to a unit, you just choose your BTN icon in the field
Art - Icon - Normal (and
Art - Icon - Research if your unit is a hero). If you imported a DISBTN icon as well, and set the right path for it, the game will automatically know that it must use it as a disabled icon.
Depending on what your icon is used for, you may want to use more paths:
- ATC - ReplaceableTextures\CommandButtons\ : Autocasting icon. For icons with golden things in each of the four corners, used for spells with autocasting (like priests' heal)
- DISATC - ReplaceableTextures\CommandButtonsDisabled\ : Disabled autocasting icon for the latter
- BTN - ReplaceableTextures\CommandButtons\ : Regular button.
- DISBTN - ReplaceableTextures\CommandButtonsDisabled\ : Disabled regular button.
- PAS - ReplaceableTextures\CommandButtons\ Disabled : for icons with no frame. Used for passive spells (like Critical Strike)
- DISPAS - ReplaceableTextures\CommandButtonsDisabled\ : Disabled passive button for the latter
I hope I'm not too confusing...
Loopy24 said:
With the 3D model the automaticly generated path is the same than for the icons:
war3mapImported\Village_Fenceshort_V.mdx
Is there a modification needed as well?
As far as I know, it is not compulsory to modify the path for .mdx files. However, I would recommand to remove the
war3mapImported\ part:
- It's useless
- When you're in the object editor or in the import manager, it's easier to find an imported file by just pressing its first letter (for example, press F and you'll reach the files whose first letter is F). If you keep the default path, all files will start with a W... Comes in quite handy when you have a lot of imported files.
- There was a thread recently, pointing a problem when using imported files within a map (war3mapImported\) and imported files within a campaign war3campImported\. Someone was having troubles because of these paths. I suppose it's less confusing when removing the unnecessary part of the path.
At least that's my point of view, perhaps some people will differ on this point.
Also, always remember to save your map/campaign after you have imported a model, and before doing anything else (sometimes you might have to restart WE as well).
Good luck with your project.
