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research
03-15-2010, 05:59 PM
This problem occurs only in the March version:

I created a subclass of PathNode, and changed its sprite to my own icon (32x32 size with an alpha channel). The only thing I changed during import was to set lighting model to Unlit, and selected 'Alpha to Opacity'. Picture of imported texture:
http://img683.imageshack.us/i/45774372.jpg/

In older versions of UDK, adding these objects into an object list would give an image of the icon, as expected. In March version however, a huge 'Bad Size' icon comes instead for any custom icon that I use. Example:
http://img709.imageshack.us/i/63494189.jpg/

The problem goes away if I leave the first entry blank, or if I put 'any' inbuilt texture/object's icon like a Trigger object.

The code used was same as the one I used in previous versions:


class MarkerNode extends PathNode;

DefaultProperties
{
Components.Remove(Sprite)
Begin Object Name=Sprite
Sprite=Texture2D'UI_HUD.HUD.MarkerIcon'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
End Object
Components.Add(Sprite)
}

Are there any different settings to be followed when importing textures as editor icons for March version?

research
03-16-2010, 11:48 AM
Could anyone please help me with this problem? The same map, with same icons work within February version, but in March version, the Bad Size icon appears.

Thanks

research
03-16-2010, 12:12 PM
I figured out that the Problem comes only when I subclass from 'PathNode'. Changing it to 'extends Trigger', solved the problem. Same thing I tried in February version, and the same thing happens, which means it has nothing to do with version.

Are there any special requirements for editing the sprite for sub classes of PathNode, or is that sub classes of PathNode "Must" have the Apple Icon only?