Custom sprites - Raytwo/Cobalt GitHub Wiki

Using Cobalt, you can include custom sprites in your mod.

Name Dimensions (px) Path Description
Job 48x48 patches/icon/job/ Pixel sprites displayed in various places in the UI, determined by class and unit names.
Item 64x64 patches/icon/item/ Item icons.
Skill 56x56 patches/icon/skill/ Skill icons.
Facethumb (Unit) 188x74 patches/icon/facethumb/unit/ Unit thumbnail shown in sorties.
Facethumb (Emblem) 188x74 patches/icon/facethumb/emblem/ Emblem thumbnail shown in sorties.
Facethumb (Bond) 188x74 patches/icon/facethumb/bond/ Bond ring character thumbnail shown in sorties.
Bond Ring Face 300x300 patches/icon/face/ Bond ring image shown in ring menus.
Godface 388x388 patches/icon/emblem/godface/ Emblem face icons for the Ring Reference menu.
Godring 74x74 patches/icon/emblem/godring/ Emblem ring icons shown in menus.
Godsymbol 72x72 patches/icon/emblem/godsymbol/ Emblem symbol icons shown in places like the smithy (supports hex colors from .txt file with same name)
Mapstatus Varies patches/icon/mapstatus/ Various icons displayed on the battle map
Mapstatus (Godface) 64x64 patches/icon/mapstatus/ Emblem face icons for Engage Gauge on the map.
InfoThumb (Gmap) 468x256 patches/ui/gmap/infothumb/ Chapter thumbnail on the world map.

As of 1.22.3, job sprites added through Cobalt must have the main body be fully opaque, otherwise the semi-transparent pixels will be flattened to white, producing an inaccurate sprite.

As of 0.34.0, skill icons added through Cobalt are now properly sized. Please be aware that your sprite files now have to be 56x56 pixels, so add more padding around them. This bug was due to AssetStudio cropping the sprites and misleading us on the size.

Files are expected to be in PNG format and use the same naming convention as inside of the SpriteAtlas (e.g. 001Lueur_602DragonKing_Sword.png for a job)