Skip to main content

Assets

Icons are drawn using ScriptHookV textures. You can assign icons either by direct file path or by theme icon keys.

Note: the base wheel sprites (wheel ring, hover slices, hub background, arrows, dots) are not icons — they are theme assets located under the theme AssetRoot (see Theming → Custom Wheel Art). This page covers the per-entry IconFile / icon keys used in each sector.

Direct File Path

Place PNG files in your mod or skins directory:

var entry = new RadialEntryDef("action_car", 0)
{
Label = "Spawn Vehicle",
IconFile = "custom_car.png"
};

Register icons in your theme so you can change textures globally or switch themes easily:

theme.RegisterIcon("car", "icons/car.png");
theme.RegisterIcon("weapon", "icons/weapon.png");
theme.RegisterIcon("settings", "icons/gear.png");

// In your menu definition:
var entry = new RadialEntryDef("spawn_car", 0) { Label = "Vehicle" };
entry.WithIcon("car");
entry.WithIconScale(1.2f); // Optional 20% size boost

Dynamic Ped Headshots / GTA Runtime Textures

You can display dynamic in-game GTA textures (such as a ped's face headshot / mugshot) directly in the center hub or on a slot:

// Center hub portrait:
menu.WithCenterRuntimeIcon(pedHeadshotTxd, pedHeadshotTxd);

// Or on a specific sector slot:
var squadMemberEntry = new RadialEntryDef("member_1", 0) { Label = "Franklin" };
squadMemberEntry.WithRuntimeIcon(franklinHeadshotTxd, franklinHeadshotTxd);