pd wrote:I guess I'm just bothered by the fact, that it takes away space all around the icons, which effectively forces the icons to fit in between.
You don't need to make the icons small enough that the whole background border can be seen... Just as long as the border shape is apparent, that's enough. It might also help if there was more contrast between the border and background. Perhaps black instead of gray? Black would also be more consistent with the current background colour of the parts list, for which the current icons were (maybe?) intended. The gray background somewhat changes their appearance compared to a black background, I think / suspect.
An Alternative would be for example to limit the feature that identifies as external or internal to one corner...
I thought about that, but I think it's useful to have the whole shape be different, or the whole background icon be different in some other obvious way. It makes it much more obvious that there's a difference between the part types being indicated. If it was just a corner, players might be more likely to not notice or realize the importance, and then get frustrated and confused about why parts can't be placed in slots.
I can just provide the images at 70x70 which should be suitable for all icons, so none will need shrinking(still have to check individually thiough). Shrinking by code sometimes produces bad anti aliasing.
My point was that if it's a 256x256 texture, particularly a simple texture such as this with already smoothed transitions between colours or on line borders, there aren't likely to be aliasing issues in the rescaling in hardware / software to arbitrary size. So rather than making a small and unusual size (70x70), making a larger generic size 256x256 that can be scaled down to any desired size might be a better plan.