First-Run Setup
To better managing your banner assets, you will need to tweak the banner settings on your first run for features like sprite searching as well as start IDs for groups and colors. BLIT will remember your settings.
First, in the navigation pane, click Settings.
Relative Sprite Scan Paths
BLIT scans for corresponding sprites for banner textures via relative scan paths, which are relative to the location of the texture files.
For instance, if you have banner assets stored in a directory structure like this:
- AwesomeBanner.png
- AwesomeBanner.png
Then you should add ..\Sprites
as the search path. When importing the texture
AwesomeBanner.png
, BLIT will search for the sprite at
MyWork\Sprites\AwesomeBanner.png
.
Note that BLIT looks for sprite files with the same name as the texture file, so you should name your sprite files accordingly.
..\
refers to the parent directory, while .\
refers to the current directory.
BLIT DO NOT support scanning for sprites in the
directory of textures (i.e. .\
), because you can't have two files with the same name in the same directory. However, you can put sprite files
in a subfolder of the texture directory, like .\Sprites
.
BLIT DO NOT support scanning for sprites in the directory of textures (i.e.
.\
), because you can't have two files with the same name in the same directory.
Start IDs
Each banner icon group must have a unique ID, so do the banner colors. To avoid conflicts with the native game and other mods, you should set the start IDs for your mod to avoid changing the IDs everytime when adding new groups and colors.
For example, if you set the group start ID as 10000
, whenever you create the
first group in a new project, its ID will be 10000
.
Please read the hints below each setting's name about the restrictions.