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2022年12月5日 (一) 15:34的版本
Graphical assets are image files that have been defined in a .gfx
file. This binds the image to a script name that is then referred to in the .gui
interface files.
Graphical asset files can be found in /Hearts of Iron IV/interface/*.gfx.
Note that for many assets, such as technology and equipment asset definitions, the image can be specified for a specific tag, i.e. GFX_ENG_<name>
, which only displays the asset for the specified tag. This will override the base asset of the same name. This also applies to graphical culture, i.e. GFX_african_<name>
.
Sprite Types
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spriteType
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A spriteType and textSpriteType asset entry follows this format:
spriteTypes = { spriteType = { name = "GFX_<name>" texturefile = <path> noOfFrames = <int> effectFile = <path> allwaystransparent = <bool> legacy_lazy_load = <bool> animation = { animationmaskfile = <path> animationtexturefile = <path> animationrotation = <float> animationlooping = <bool> animationtime = <float> animationdelay = <float> animationblendmode = <mode> animationtype = <type> animationrotationoffset = { x = <float> y = <float> } animationtexturescale = { x = <float> y = <float> } animationframes = { <int> <int> # etc } } } }
name is the name you have given to the asset. This may be prefixed with various other segments, such as idea for idea images, etc.
texturefile is the path to the image, based of the /Hearts of Iron IV/, meaning you only include the folders within this folder, not the full filepath.
noOfFrames is used for images with multiple frames within, for example GFX_unit_level
has five images within for each of the unit level images, and so would have noOfFrames = 5
set within its asset definition.
effectFile is used to define an effect state to apply to the image, i.e. the button press effect on a button image. Effects are found in /Hearts of Iron IV/gfx/FX/*.lua. Multiple can be defined to add multiple effects.
allwaystransparent defines whether the image is bound by its alpha channel with regards to player clicks. Otherwise the bounding box is the image dimensions.
legacy_lazy_load defines whether the image is lazy loaded.
animation scope is used to add animation to an image. It uses the following attributes:
- animationmaskfile controls the mask image for the animation.
- animationtexturefile controls the color image used for the animation.
- animationrotation controls the rotation of the animation image. By default it is -90 clockwise.
- animationlooping controls whether the animation loops.
- animationtime controls the duration of the animation. It is measured in seconds.
- animationdelay controls the delay between animation loops. It is measured in seconds.
- animationblendmode controls the blend mode for the animation image. Can be add, multiply or overlay.
- animationtype controls the type of animation. Can be scrolling, rotating or pulsing.
- animationrotationoffset controls the x and y offsets for the rotation.
- animationtexturescale controls the scale of the animation image.
- animationframes sets the number of frames within the animation image.
frameAnimatedSpriteType
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A frameAnimatedSpriteType asset entry follows this format:
spriteTypes = { frameAnimatedSpriteType = { name = "GFX_<name>" texturefile = "<path>" noOfFrames = <int> effectFile = "<path>" animation_rate_fps = <int> looping = <bool> play_on_show = <bool> pause_on_loop = <float> allwaystransparent = <bool> } }
name is the name you have given to the asset. This may be prefixed with various other segments, such as idea for idea images, etc.
texturefile is the path to the image, based of the /Hearts of Iron IV/, meaning you only include the folders within this folder, not the full filepath.
noOfFrames is used for images with multiple frames within, for example GFX_unit_level
has five images within for each of the unit level images, and so would have noOfFrames = 5
set within its asset definition.
effectFile is used to define an effect state to apply to the image, i.e. the button press effect on a button image. Effects are found in /Hearts of Iron IV/gfx/FX/*.lua. Multiple can be defined to add multiple effects.
animation_rate_fps is the rate at which the animation plays.
looping defines whether the animation loops.
play_on_show defines whether the animations starts playing when visible.
pause_on_loop defines the length of time to pause for after an animation loop.
allwaystransparent defines whether the image is bound by its alpha channel with regards to player clicks. Otherwise the bounding box is the image dimensions.
progressbartype
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A progressbartype asset entry is used for progress bars. It follows this format:
spriteTypes = { progressbartype = { name = "GFX_<name>" textureFile1 = "<path>" textureFile2 = "<path>" color = { <r> <g> <b> } color2 = { <r> <g> <b> } size = { x = <int> y = <int> } effectFile = <path> horizontal = <bool> } }
name is the name you have given to the asset. This may be prefixed with various other segments, such as idea for idea images, etc.
textureFile1 is the image to use for the progress bar.
textureFile2 is the image to use for the background of the progress bar.
color defines the unprogressed color of the bar. It is decimal RGB.
colortwo defines the progressed color of the bar. It is decimal RGB.
size defines the size of the progress bar section in height and width.
effectFile is used to define an effect state to apply to the image, i.e. the button press effect on a button image. Effects are found in /Hearts of Iron IV/gfx/FX/*.lua. Multiple can be defined to add multiple effects.
horizontal defines whether the progress bar is horizontal or not. By default a bar is horizontal.
corneredTileSpriteType
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A corneredTileSpriteType asset entry is used for tiling textures that tile to fill the size of the interface element they are used in. It follows this format:
spriteTypes = { corneredTileSpriteType = { name = "GFX_<name>" texturefile = "<path>" noOfFrames = <int> size = { x = <int> y = <int> } borderSize = { x = <int> y = <int> } effectFile = <path> allwaystransparent = <bool> tilingCenter = <bool> looping = <bool> animation_rate_spf = <int> } }
name is the name you have given to the asset. This may be prefixed with various other segments, such as idea for idea images, etc.
texturefile is the path to the image, based of the /Hearts of Iron IV/, meaning you only include the folders within this folder, not the full filepath.
noOfFrames is used for images with multiple frames within, for example GFX_unit_level
has five images within for each of the unit level images, and so would have noOfFrames = 5
set within its asset definition.
size determines the size of the tile.
borderSize determines the size of the border.
effectFile is used to define an effect state to apply to the image, i.e. the button press effect on a button image. Effects are found in /Hearts of Iron IV/gfx/FX/*.lua. Multiple can be defined to add multiple effects.
allwaystransparent defines whether the image is bound by its alpha channel with regards to player clicks. Otherwise the bounding box is the image dimensions.
tilingCenter defines whether the center of the image is used for tiling, rather than the top left corner.
looping defines whether the animation loops.
animation_rate_spf defiens the framerate at which the animation plays.
maskedShieldType
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A maskedShieldType asset entry is used for country shields. It follows this format:
spriteTypes = { corneredTileSpriteType = { name = "GFX_<name>" textureFile1 = <path> textureFile2 = <path> effectFile = <path } }
name is the name you have given to the asset. This may be prefixed with various other segments, such as idea for idea images, etc.
textureFile1 is the image to use for the shield background
textureFile2 is the image to use for the shield mask.
effectFile is used to define an effect state to apply to the image, i.e. the button press effect on a button image. Effects are found in /Hearts of Iron IV/gfx/FX/*.lua. Multiple can be defined to add multiple effects.
Object Types
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animatedmaptext
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A animatedmaptext asset entry is used for text that appears from the map. It follows this format:
objectTypes = { animatedmaptext = { name = <name> speed = <float> textblock = { text = <string> color = { <r> <g> <b> } font = <path> position = { x = <int> y = <int> } size = { x = <int> y = <int> } format = <type> cull_distance = <float>f } } }
name is the name of the map text. It is not possible to add custom ones.
speed is the fade time of the text.
textblock controls the attributes of the text that appears.
Font Types
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textcolors
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A textcolors entry defines the text colors used in localization with the § symbol. It follows this format:
bitmapfonts = { textcolors = { <symbol> = { <r> <g> <b> } } }
symbol is the character used in the localization, i.e. H.
RGB is the color that the symbol applies. It is integer RGB.
bitmapfont
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A bitmapfont entry defines a font used in the game. It follows this format:
bitmapfonts = { bitmapfont = { name = <name> path = <path> color = <hex> border_color = <hex> fontfiles = { <path> <path> } textcolors = { <symbol> = { <r> <g> <b> } } cursor_offset = { <int> <int> } } }
name is the name of the font.
path is the path to the font. Fonts are found in /Hearts of Iron IV/gfx/fonts/.
color is the default color of the font. It is a hexidecimal RGB code.
border_color is the border color of the font. It is a hexidecimal RGB code.
fontfiles is used when their are multiple font images for one font, i.e. to support English and Cryllic. This is used inplace of path.
textcolors alters the global textcolors for the font it is nested within.
cursor_offset offsets the text cursor for the font. Defines the x position and then the y position.
bitmapfont_override
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A bitmapfont_override entry is used to override a font for a specific locale. It follows this format:
bitmapfonts = { bitmapfont_override = { name = <name> fontfiles = { <path> <path> } languages = { <language> <language> } } }
name is the name of the font to override.
fontfiles is used when their are multiple font images for one font, i.e. to support English and Cryllic. This is used inplace of path.
languages defines which languages this override applies for.
文件 | 效果 • 条件 • 定义 • 修正 • 修正列表 • 作用域 • 本地化 • on action • 数据结构 (标记, 临时标记, 国家别名, 变量, 数组) |
脚本 | 成就修改 • AI修改 • AI focuses • 自治领修改 • 权力平衡修改 • 剧本/标签 (游戏规则)• 建筑修改 • 人物修改 • 修饰性TAG修改 • 国家创建 • 军队修改 • 决议制作 • 装备修改 • 事件修改 • Idea修改 • 意识形态修改 • 军工商修改 • 国策制作 • 资源修改 • Scripted GUI • 科技制作 • 单位修改 |
地图 | 地图 • 省份 • 补给区域 • 战略区域 |
图形图像 | 界面 • 图形资产 • 实体模型 • 后期特效 • 离子效果 • 字体 |
装饰性 | 肖像 • 命名列表 • 音乐 • 音效 |
其他 | 控制台指令 • 故障排除 • 模组结构 • 成就代码分析 • Mod相关 • Nudger修改 |