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Galaxy Banners
Galaxy banners are stored inside /ObjectData/GalaxyInfoTexture.arc
, and they are stored in the BTI file format.
The image must have the following settings:
- Width: 256
- Height: 72
- Format: You choose, but
CMPR
is recommended. Palette formats don't show up properly. - Mag Filter: Linear recommended.
- Min Filter: Linear recommended.
- Horizontal Wrapping: Clamp
- Vertical Wrapping: Clamp
The name of the bti file should match the galaxy it belongs to. (Example: DigMineGalaxy.bti)
The GLE also comes with 2 special filenames: 1UnknownGalaxy.bti
and UnknownGalaxy.bti
.
- 1UnknownGalaxy.bti: This is used when the galaxy is locked behind 1 star.
- UnknownGalaxy.bti: This is used when the galaxy is locked behind any other star amount.
As of GLE-V2, you may also create a special banner for a locked galaxy for use in tandem with a GalaxyInfoArea.
The format for these special banners is UnknownGalaxy_<GalaxyName>
, where you replace <GalaxyName>
with the internal name of the galaxy.
Example: UnknownGalaxy_IslandFleetGalaxy
.
A galaxy must have a matching MSBT label inside /LocalizeData/<language>/MessageData/SystemMessage.arc/GalaxyName.msbt
. (GalaxyName_UnknownGalaxy_IslandFleetGalaxy
, for example)
Note: There can only be 1 special banner per galaxy.
Inside the archive, the special UnknownGalaxy banners must be located after the normal galaxy banners. For Example:
This is WRONG
- UnknownGalaxy_UnderGroundDangeonGalaxy.bti
- UnderGroundDangeonGalaxy.bti
This is CORRECT
- UnderGroundDangeonGalaxy.bti
- UnknownGalaxy_UnderGroundDangeonGalaxy.bti
You can use WiiExplorer to rearrange the files to be correct.
If the files are not in the correct order, the special UnknownGalaxy banner will ALWAYS be used, even if the normal one would be used otherwise.
In order for the special banners to work (UnknownGalaxy_IslandFleetGalaxy
) there MUST be a corresponding MSBT Label (GalaxyName_UnknownGalaxy_IslandFleetGalaxy
) inside /LocalizeData/<language>/MessageData/SystemMessage.arc/SystemMessage.msbt
.
If the text is not present, the special banner will not be triggered.
If the text exists and the banner does not, the game will fail to change the texture on the layout so it will use whatever was last used (white if nothing).
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Usage Guides
Layouts
Objects
Scenes
- Stages
- Non-Stages
- Hubworlds
- Scenario
- Map
- UseResource
- ZoneInfo