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I haven't figured out the item sprites yet either. Dropping a new file with the same dimensions as the "Blank" image doesn't seem to do it.
What I am still trying to figure out are the new Object sprites. There may be some extra step there that I am missing.
https://sinisterdesign.net/Screenshots/Custom%20Item%20Image.png
Since there isn't an object creation editor at the moment, you'll need to edit PremadeUnits.xml manually to create a new destructible object that references the image. (There should be an existing line for "ExampleObject" that you can use as a template.)
To make your new object use the custom sprite, edit the spriteSet attribute so it reads spriteSet="Custom/X", where X is the name of your sprite. (E.g. if you have placed an image called BlueStatue.png in Object Images, make sure your new object has spriteSet="Custom/BlueStatue")
But! I found some lines for objects in the moddable main campaign and stole some lines. With some edits, I was able to get a custom object appearing in game. I noticed I couldn't right click it to bring up a stats window, though.
Here is what I inserted into my PremadeUnits (I named my test image "HI"):
One thing to note: for objects, the moveType attribute determines their passability. If you leave it as "None", the game will treat the object like a wall: impassable to everyone and impossible to shoot through. Unless you're creating something that theoretically reaches up to the ceiling of an indoor space, most objects should probably have moveType set to "Flying".
1) I can confirm that the "Example Object" line doesn't appear when I create a new campaign either.
2) The code that Tacitus pasted above does work.
3) As Tacitus said, you can't right click on a custom object, but hovering does correctly show the basic stats of the object. Honestly, I don't think I ever have right-clicked on an object to look at its stats, but I can see why this is useful if someone added specific status resistances to different objects that need to be destroyed as part of a mission.
I can confirm that ExampleObject is now generated for new campaigns.
Tacitus - there are a couple of new things in the example:
swayStr="0"
particle="Wood"
Nope, it's easy. I just use Notepad to edit xml files.
If you want the example object code that is created with new campaigns, here it is.
<Objects>
<u category="object" loadID="ExampleObject" is3D="false" swayStr="0" spriteSet="Custom/Blank" name="Example Object" moveType="Flying" particle="Wood" stats="Health,16/Slash Res.,0/Pierce Res.,0/Crush Res.,0/Mental Res.,100/Heat Res.,0/Cold Res.,0/Light Res.,0/Shadow Res.,0/Poison Res.,100/Pushable,1" statFXImmunities="Alert/Blinded/Clarity/Distracted/Enthralled/Focused/Lucid/New Turn/Stunned/Immobilized/Slowed/Clouded/Weakened/Sick"></u>
</Objects>