Icons
Posted: 27 Nov 2012, 13:04
We will require quite a few icons for the new editor and these should match in style. I don't think we can get away with stock icons, which means they must be custom made.
Here is a list of the icons I can think of:
1. an application icon for the editor itself
2. Icons for modification status. These will be displayed in a table column. See this thread for details.
3a. One icon for each top level recrod type. These will by used by the drag and drop system and maybe also in (sub-)window titles:
- Version information (TES3)
- GMSTs
- Global Variables
- Classes
- Fations
- Races
- Sounds
- Skills
- Magic Effects
- Scripts
- Regions
- Birthsigns
- Land Textures
- Body part
- Enchantment
- Cell
- Land (terrain heightmap)
- Pathgrid
- SoundGen
- Dialogue Topic, regular topic
- Dialogue Topic, voice
- Dialogue Topic, greeting
- Dialogue Topic, persuasion
- Dialogue Topic, journal
- Info (dialgoue response)
- Spell
3b. and once for each referenceable record type:
- Static
- Door
- Misc
- Weapon
- Container
- Creature
- Light source
- NPC
- Armour
- Clothing
- Repair Tool
- Activator
- Apparatus (alchemy tool)
- Lookpick
- Probe
- Ingredient
- Book
- Potion
- Levelled Item
- Levelled Creature
4. Resources icon
- texture (icon)
- mesh
- sound
5. Other stuff
- filter icon (again used for drag and drop and maybe in (sub-) window titles
- object (an object that is placed into a cell or a container). If we have a lot of icon making manpower, we might go for one object icon for each referenceable record type plus one generic one.
Icons listed in the same section (except for 5. Other stuff, obviously) should have a consistent style, so the user can instantly see that they are from the same category.
Note that this list does not cover toolbar icons. We can add these at a later point, since it looks like toolbars will be an entirely optional part of the UI.
Here is a list of the icons I can think of:
1. an application icon for the editor itself
2. Icons for modification status. These will be displayed in a table column. See this thread for details.
3a. One icon for each top level recrod type. These will by used by the drag and drop system and maybe also in (sub-)window titles:
- Version information (TES3)
- GMSTs
- Global Variables
- Classes
- Fations
- Races
- Sounds
- Skills
- Magic Effects
- Scripts
- Regions
- Birthsigns
- Land Textures
- Body part
- Enchantment
- Cell
- Land (terrain heightmap)
- Pathgrid
- SoundGen
- Dialogue Topic, regular topic
- Dialogue Topic, voice
- Dialogue Topic, greeting
- Dialogue Topic, persuasion
- Dialogue Topic, journal
- Info (dialgoue response)
- Spell
3b. and once for each referenceable record type:
- Static
- Door
- Misc
- Weapon
- Container
- Creature
- Light source
- NPC
- Armour
- Clothing
- Repair Tool
- Activator
- Apparatus (alchemy tool)
- Lookpick
- Probe
- Ingredient
- Book
- Potion
- Levelled Item
- Levelled Creature
4. Resources icon
- texture (icon)
- mesh
- sound
5. Other stuff
- filter icon (again used for drag and drop and maybe in (sub-) window titles
- object (an object that is placed into a cell or a container). If we have a lot of icon making manpower, we might go for one object icon for each referenceable record type plus one generic one.
Icons listed in the same section (except for 5. Other stuff, obviously) should have a consistent style, so the user can instantly see that they are from the same category.
Note that this list does not cover toolbar icons. We can add these at a later point, since it looks like toolbars will be an entirely optional part of the UI.