Wonderful that Filosoft has already offered help. From now on I will send all the meshes to him for inspection before doing the texturing I suppose.
@SteinerX
Sorry, working on the mesh I forgot to send you the Information for the brush files. Still, heres the explanation in short:
Put the *.brushes file you want to edit/have a look at into the bin folder (the one included in the archive I sent you). Then run the cmd file for BIN to TXT conversion for Brushes (or run all of the cmd files, one of em does it)
Afterwards, you will find the respective brushes file as a TXT file in the folder TXT. Open it using Notepad or any other text editor (would recommend Ultraedit, Notepad++ or my favorite - Textpad)
You will see something like this:
TXT
onlyLoadOnDemand FALSE
brushCount 181
brush
name "HUDICON_ABILITY_TECHORBITALCANNON"
content "States"
Disabled
fileName "Buttons_Research_Disabled"
pixelBox [ 5 , 216 , 47 , 33 ]
Pressed
fileName "Buttons_Research_Pressed"
pixelBox [ 5 , 216 , 47 , 33 ]
CursorOver
fileName "Buttons_Research_CursorOver"
pixelBox [ 5 , 216 , 47 , 33 ]
Focused
fileName "Buttons_Research_Normal"
pixelBox [ 5 , 216 , 47 , 33 ]
Normal
fileName "Buttons_Research_Normal"
pixelBox [ 5 , 216 , 47 , 33 ]
brush
name "HUDICON_ABILITY_PSIORBITALCANNON"
...
The brushCount tells the engine how many brush entries are in the file. You must update this when you add a new brush entry to the file.
The brush tag starts a new brush
The name tag defines the name I can refereence the file from within an entity (or window) file. This is how the entity files are connected to the icons for example.
I don't know what the content "States" line does, leave it alone for now, You will not need to change it i suppose
Then, you have 5 subsections. These represent the different states an User Interface element can be in. They are
Disabled
Pressed
CurserOver
Focused
Normal
Each of these subsections has two Tags:
fileName - represents the physical file in the textures folder the graphic is located in without the fileending (it is expected to be tga format)
pixelBox - Represents the pixel coordinates in the Graphics file (the TGA) the icons is located in. These are in the format [Left, Top, Width, Height] where Left is the x coordinate in pixels, Top the y coordinate (from topleft corner), width is the width of the icon/picture and Height the height of the icon/Picture. Just take a look at the specified tgas and you will see.
When you have completed your work on the brushes file, copy the file into the BIN folder (the one I sent you) and call the cmd for TXT to BIN for brushes. Then take the brushes file from the bin folder an copy it into the window folder of the mod
Cheers