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Jewels

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UmbralJewels

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21 comments

  1. KaCuQ
    KaCuQ
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    Coloring works fine for 7.5.

    Icons works partially, some ships are replaced, some are not, don't know exact cause.
  2. socramazibi
    socramazibi
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    Thanks for the mod, I like the icons and it is much clearer to understand.
  3. PvtBadger
    PvtBadger
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    Hello, this is an absolutely must-have mod for me - so a huge thank you for your work!
    It is so much more clear than the default icons.

    However - it seems it is not working for 7.0.
    Is there any chance for an upgrade?
    1. UmbralJewels
      UmbralJewels
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      • 140 kudos
      Haven't had a chance to play 7.0 yet but I promise you once I do I'll update this mod. I actually remade all the icons from scratch a couple months ago but decided to wait for 7.0 to release it.

      Preview of remade icons: https://imgur.com/zk1YXKp
    2. Hitto
      Hitto
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      Thanks for your mod ! I miss it very much in 7.0 as well !
    3. PvtBadger
      PvtBadger
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      That is great news. They are so much better than the default ones.
      Thank you!
  4. Bob9009
    Bob9009
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    Hi, I'd like to add a couple of factions to the text recolour from the 'rise of the ossian raider' mod.
    The factions are Terran Trader Corp, TTC, rgb hex is 006655, and Ossian Raiders, ORA, rgb hex is 5f1919.
    I've no idea how to find the id numbers to add the lines to the O001-I044.xml file.
    Any help is much appreciated.
  5. Hrochnick
    Hrochnick
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    Overall this is great and I really like it, looks good. I love the simplicity of the icons, while adding some charachter and making them clearly identifieable. I do have some constructive critisism (based on purely personal preferences), if you'd like to hear it?

    S ships, Miners, Transports - Perfect.

    Corvette, Gunboat and Frigate - I feel these are too long and round at the front. One of the design philosphies of the orginal game icons is that fighting ships are pointy. I feel these would be improved if they were a little shorter and more pointy/triangular at the front instead of round.

    Destroyer and Battleship - not bad, but they don't really do it for me. Same pointy issue as above.

    Carrier (and Builder to an extent) - Ugly and blurry. Would recommend a complete redesign!

    Kha'ak - Cool.

    Xenon - Okay, I suppose, but they remind me of the Stay Puft Marshmallow Man. You know, the big baddie from Ghostbusters...

    Oh, and the drones are too big!
  6. Arakort
    Arakort
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    Hi! I've noticed that dlc's gas miners having wrong icons, Terran Hokkaido on a map looks the same way as Bolo cuz it using wrong icon
    <replace sel="/macros/macro[@name='ship_ter_l_miner_liquid_01_a_macro']/properties/identification">  
          <identification name="{20101,63503}" basename="{20101,63501}" makerrace="terran" description="{20101,63513}" variation="{20111,3201}" shortvariation="{20111,3201}" icon="ship_m_mine_02" />
    </replace>
    instead of <replace sel="/macros/macro[@name='ship_ter_l_miner_liquid_01_a_macro']/properties/identification">  
          <identification name="{20101,63503}" basename="{20101,63501}" makerrace="terran" description="{20101,63513}" variation="{20111,3201}" shortvariation="{20111,3201}" icon="ship_l_mine_02" />
    </replace>
    Same for boron L- liquid miner

    Also i found that Chthonius E have no override.

    And Split Wyvern having a mistake<replace sel="/macros/macro[@name='ship_spl_m_miner_liquid_01_a_macro']/properties/identification">  
      <identification name="{20101,41907}" basename="{20101,41901}" makerrace="split" description="{20101,41917}" variation="{20111,3201}" shortvariation="{20111,3201}" icon="ship_l_mine_02" />
    </replace>
    instead of <replace sel="/macros/macro[@name='ship_spl_l_miner_liquid_01_a_macro']/properties/identification">  
      <identification name="{20101,41907}" basename="{20101,41901}" makerrace="split" description="{20101,41917}" variation="{20111,3201}" shortvariation="{20111,3201}" icon="ship_l_mine_02" />
    </replace>

    Split Alligator<replace sel="/macros/macro[@name='ship_spl_m_miner_liquid_01_a_macro']/properties/identification">  
             <identification name="{20101,42007}" basename="{20101,42001}" makerrace="split" description="{20101,42017}" variation="{20111,3201}" shortvariation="{20111,3201}" icon="ship_m_fight_03" />
    </replace>
    when should be
    <replace sel="/macros/macro[@name='ship_spl_m_miner_liquid_01_a_macro']/properties/identification">  
             <identification name="{20101,42007}" basename="{20101,42001}" makerrace="split" description="{20101,42017}" variation="{20111,3201}" shortvariation="{20111,3201}" icon="ship_m_mine_02" />
    </replace>
    1. UmbralJewels
      UmbralJewels
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      • 140 kudos
      Thanks for this! It's easy to make small slip ups when bulk editing files. I've updated the mod on my end with the correct icons and will include the fix in the coming update.
    2. Arakort
      Arakort
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      • 2 kudos
      No problemos! Cant wait for incoming fix! <3
  7. Rothank
    Rothank
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    How do the icons work with VRO? Will ships added by Shuulo in base-VRO or other supplementing mods also use the new icons?
    1. UmbralJewels
      UmbralJewels
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      • 140 kudos
      I personally don't use VRO so I can't really comment. If VRO relies entirely on the vanilla icons then mine should show up on VRO ships. If they use their own icons for the mod, then you'll have a mishmash. If VRO completely reworks the icons then they won't be compatible. 

      If you could give it a try and let me know, that'd be great!
    2. Rothank
      Rothank
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      Sorry for late reply. I gave it a quick spin and sadly no, ships that are added by VRO are using their own icons (so all L ships classified as frigates in VRO (and XL battleships for some weird reason)). I tried adding an optional VRO dependency:
      <dependency id="ws_1696862840" optional="true" name="VRO"></dependency> in the hopes your mod would overwrite VRO, but had no luck with it so far.

      sidenote: on 3440×1440 the icons (apart from builder ones) are really really tiny. It may be fine with vanilla, but yours are much more detailed and said detail gets lost in small size. If possible, I would advise enlarging them by about 20%?
    3. UmbralJewels
      UmbralJewels
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      Thanks for testing it out for me. I'll have to look into VRO and making it compatible. 

      I can absolutely release an alternate version with higher size for larger resolutions though!
    4. VanashePanda
      VanashePanda
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      Looking forward to this! I also use VRO and would love to have a version of your mod that encompasses VRO so that all my ship icons are in the same style :D
    5. UmbralJewels
      UmbralJewels
      • supporter
      • 140 kudos
      If anyone wants to help out with the VRO patch the following info would be incredibly helpful:


      • What new icons VRO adds (if any)
      • Which ships from VRO don't have my icons, but should (like a medium miner or something)
      • The name and size class of any of these ships
    6. Rothank
      Rothank
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      • 11 kudos

      • What new icons VRO adds (if any):
      From VRO's icons.xml, all the icons added:     <icon name="ship_xl_battleship" texture="extensions\vro\assets\fx\gui\textures\shipicon\ship_xl_battleship.tga" height="128" width="128"></icon>
        <icon name="ship_xl_u" texture="extensions\vro\assets\fx\gui\textures\shipicon\ship_xl_u.tga" height="128" width="128"></icon>
        <icon name="ship_l_frigate" texture="extensions\vro\assets\fx\gui\textures\shipicon\ship_l_frigate.tga" height="128" width="128"></icon>
        <icon name="ship_m_bomber" texture="extensions\vro\assets\fx\gui\textures\shipicon\ship_m_bomber.tga" height="128" width="128"></icon>
        <icon name="ship_s_heavyfighter" texture="extensions\vro\assets\fx\gui\textures\shipicon\ship_s_heavyfighter.tga" height="128" width="128"></icon>
        <icon name="ship_s_scout" texture="extensions\vro\assets\fx\gui\textures\shipicon\ship_s_scout.tga" height="128" width="128"></icon>
        <icon name="ship_s_drone" texture="extensions\vro\assets\fx\gui\textures\shipicon\ship_s_drone.tga" height="128" width="128"></icon>
        <!-- Adding VRO Upgrade Icons -->
        <icon name="upgrade_*" texture="extensions\vro\assets\fx\gui\textures\upgrades\*.tga" height="256" width="256"></icon>
        <icon name="ship_*" texture="extensions\vro\assets\fx\gui\textures\ships\*.tga" height="256" width="256"></icon>




      • Which ships from VRO don't have my icons, but should (like a medium miner or something)
      First three in the code above: XL battleships  and L frigates, probably Xenon U as well, cause it's a custom model that has it's own icon (can let it stay that way, it's a "boss" ship anyway). Interestingly, all the other icons are being replaced correctly.

      • The name and size class of any of these ships
      samples: XL battleships: Asgard, Erlking and whole bunch of custom + SVE ones , L Frigates: Akita, Cyclops, Kitsune
    7. UmbralJewels
      UmbralJewels
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      • 140 kudos
      Rothank, thank you tremendously! That is a massive help. <3
  8. kmunoz
    kmunoz
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    These look great! Question about the colors, though. Is your colorization element as complete as the one in lyravega's "Colourized Faction Texts"? Meaning, does it also colorize faction info in the cockpit HUD?
    1. UmbralJewels
      UmbralJewels
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      Yes, I actually used that as a base for the menu element of the color module. However, I found their implementation lacking as it relied on creating runoff formatting with no closing argument, which results in some weirdness I disliked (you can see what I'm talking about by comparing the screenshots of our two mods and looking at the faction list page, the second bracket on my mod does not receive the color like theirs does). So I instead I opted for a "closed" approach by wrapping the color change. 

      This has two effects that make our mods different:

      1. My mod colorizes the faction name everywhere and not just in instances where the name is preceded with a faction tag (ARG,TER,etc.)
      2. My mod does not fully color ship names in menus, only their faction tag

      There is no difference between the mods in how things on the map look as long as you enable faction colors in the map filter settings.

      Keep in mind that due to the way colors are implemented in localization strings, using the other mod and loading it after this one will show the old colors in menus and the new colors on the map.