Server Guides How to identify UI texture coordinates (Texture Atlas / UV Mapping)?

Gatzu09

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Hello everyone,
I have a question regarding the UI system and texture mapping.
I'm currently creating and editing my own game interfaces (inventory, chat, windows, etc.). While analyzing the source code, I noticed that a single texture file contains multiple UI elements, and each element is rendered using a specific set of coordinates that define which part of the texture should be displayed.
My question is:
How do experienced developers work with these texture coordinates (UV coordinates or texture atlas regions) efficiently?
Is there a recommended workflow or tool to identify exactly which section of the texture corresponds to each UI element, instead of modifying the coordinates by trial and error?
I would like to learn how to edit these regions more accurately and understand how the coordinate system works internally.
Any documentation, tutorials, or advice would be greatly appreciated.
Thank you!
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Hola a todos.
Tengo una duda sobre el sistema de interfaces y el mapeo de texturas.
Actualmente estoy creando y editando mis propias interfaces del juego (inventario, chat, ventanas, etc.). Al analizar el código fuente, noté que un solo archivo de textura contiene varios elementos de la interfaz, y que cada uno utiliza un conjunto de coordenadas que indican qué parte de esa textura debe mostrarse.
Mi pregunta es la siguiente:
¿Cómo trabajan los desarrolladores experimentados con estas coordenadas de textura (coordenadas UV o regiones de un atlas de texturas) de forma eficiente?
¿Existe algún flujo de trabajo, herramienta o método recomendado para identificar exactamente qué sección de la textura corresponde a cada elemento de la interfaz, sin tener que modificar las coordenadas por prueba y error?
Me gustaría aprender a editar estas regiones con mayor precisión y comprender cómo funciona internamente este sistema de coordenadas.
Cualquier documentación, tutorial o consejo será muy bien recibido.
¡Muchas gracias!
 
You can use Aesprites to find the exact pixel location.
 
The UI is a headache for the developer; it might be easier to rebuild it using RmlUI than to deal with the legacy system.
 
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The UI is a headache for the developer; it might be easier to rebuild it using RmlUI than to deal with the legacy system.
However, in RmlUI, you also need to set the coordinates of the image from the texture atlas, and you will need to change the coordinates of all buttons, windows, and forms when you modify the interface.
 
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However, in RmlUI, you also need to set the coordinates of the image from the texture atlas, and you will need to change the coordinates of all buttons, windows, and forms when you modify the interface.
that's true, but it's much more convenient to set it in CSS styles.
 
However, in RmlUI, you also need to set the coordinates of the image from the texture atlas, and you will need to change the coordinates of all buttons, windows, and forms when you modify the interface.
that kinda correct even worst you have to learn css, html if you're not Familiar with it , i have the both codex in two of my clients i will do compare between the two soon,
migration to RmlUI means you have to rework engine codes, forms, and that's alot of works for most of people even for ai , >with ai helps this takes a week <
for legacy forms, codes you can simply do small c++ code to refresh ui elements in run time with x shortcut and use photoshop to get x cords, placing images, buttons in forms for legacy code annoying without live edits but its so simply once u do small hooks for mouse event to get x cord where u click on x forms
legacy photos you load like this x,y, size just find any image in .clu and follow the example
1784129672995.webp
 
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