Photo Mode: Stickers and Frames
This guide covers the basics of how to add new stickers or frames to Photo Mode.
Stickers
Assets
Stickers should have two images: the full-sized image (the full sticker), and the thumbnail (the preview).
- Full sticker: 1080p resolution
- Thumbnail: 256p resolution
All assets must be in .dds
format.
Your new assets must then be placed in the correct path:
- Full sticker images go in:
/Data/Mods/<YourMod>/GUI/Assets/Full/
- Thumbnail images go in:
/Data/Mods/<YourMod>/GUI/Assets/Preview/
Your sticker images (both the full-sized sticker and the thumbnail) must be named identically. So if you have a new sticker you've named NewSticker
, the file structure in your /Data/Mods/MyMod/
folder might look like this:
.../Data/Mods/MyMod/
GUI/
Assets/
Preview/
NewSticker.dds
(this is your thumbnail image)
Full/
NewSticker.dds
(this is your full image)
Adding to the Game
Open the UUID Object Editor. Navigate to your new mod, and click on the +
beside PhotoMode.

From the options, select Stickers.

Open your new Stickers UUID table by double-clicking on it.

- Name: This is the internal name for your sticker. It shouldn't contain any spaces or special characters.
- Example:
NewSticker
- Example:
- UUID: This value will be autogenerated once you fill in one of the other fields.
- Display Name: This is what players will see as the name of the sticker in-game.
- Example:
Magical New Sticker
- Example:
- Asset: This is the name of the asset. The engine will use this to locate your sticker, provided it's in the correct folder.
- Example:
NewSticker
- As noted above, it's important that both of your sticker image files – the thumbnail/preview and the full-sized image – are named identically, and that the name matches what you put here. You do not need to include the
.dds
file extension.
- As noted above, it's important that both of your sticker image files – the thumbnail/preview and the full-sized image – are named identically, and that the name matches what you put here. You do not need to include the
- Example:
Here is an example of how the table might look once you've filled it in:

That's all you need to do to have the sticker show up. Remember to save your changes.
Frames
Assets
Frames also have two images: the full-sized frame, and the thumbnail (the preview image).
- Full frame: 2840x2160
- Thumbnail: 456x260
All assets must be in .dds
format.
Your new assets must then be placed in the correct path:
- Full frame images go in:
/Data/Mods/<YourMod>/GUI/Assets/Full-DecorFrames/
- Thumbnail images go in:
/Data/Mods/<YourMod>/GUI/Assets/Preview-DecorFrames/
Your frame images (both the full-sized frame and the thumbnail) must be named identically. So if you have a new frame you've named NewDecorFrame
, the file structure in your /Data/Mods/MyMod/
folder might look like this:
.../Data/Mods/MyMod/
GUI/
Assets/
Preview-DecorFrames/
NewDecorFrame.dds
(this is your thumbnail image)
Full-DecorFrames/
NewDecorFrame.dds
(this is your full frame image)
12-Slice Guide
There's one more thing to keep in mind with frames: you'll need to know their slice sizes. Slices are how an image is chopped up in order to adjust for a variety of screen aspect ratios and resolutions. We use a 12-slice set up for the frames.

You will need to know the px sizes of the labelled margins (Top, Bottom, Left, Icon Width, Right) to fill them in the UUID table.
When designing a frame, keep in mind which sections of the 12-slice will be static, and which will be stretched. The diagram above shows the directions of stretch for each section.
Adding to the Game
Open the UUID Object Editor. Navigate to your new mod, and click on the +
beside PhotoMode.

From the options, select DecorFrames.

Open your new DecorFrames UUID table by double-clicking on it.

- Name: This is the internal name for your frame. It shouldn't contain any spaces or special characters.
- Example:
NewDecorFrame
- Example:
- UUID: This value will be autogenerated once you fill in one of the other fields.
- Display Name: This is what players will see as the name of your frame in-game.
- Example:
Special New Frame
- Example:
- Asset: This is the name of the asset. The engine will use this to locate your frame, provided it's in the correct folder.
- Example:
NewDecorFrame
- As noted above, it's important that both of your frame image files – the thumbnail/preview and the full-sized image – are named identically, and that the name matches what you put here. You do not need to include the
.dds
file extension.
- As noted above, it's important that both of your frame image files – the thumbnail/preview and the full-sized image – are named identically, and that the name matches what you put here. You do not need to include the
- Example:
- Left Slice Size: This is the "Left" px measurement from the 12-slice guide.
- Top Slice Size: This is the "Top" px measurement from the 12-slice guide.
- Right Slice Size: This is the "Right" px measurement from the 12-slice guide.
- Bottom Slice Size: This is the "Bottom" px measurement from the 12-slice guide.
- Icon Width: This is the "Icon Width" px measurement from the 12-slice guide.
Once you've filled in the fields, save your changes. The frame should now be usable in-game.