#archived-modding-development
1 messages · Page 486 of 1
it looks like I spawn at 0, 0
I didn't think of that, I'll check
I don't think there are any other objects with the same name
I might be entering the wrong way
yeah
both were the same direction
you entered from the right
what's the tilemap width and height?
I mean what's the difference between them and scene width and height
okie
how come you run the orig before you change the height and width
alright
it works
thanks Grenade
I wish there was an easy way to edit chunks
I meant I wish I could edit the meshes already in the game but they all exported to .asset
do I need to put my scenes in separate bundles?
I meant can I have multiple scenes in one bundle?
should I release the moss files?
ok
make sure you put all the dependencies in a separate scene bundle
ok
I meant separate bundle, not scene
yea
ok
well technically, only if they are shared with multiple different scenes
but it's just cleaner to put them all in one spot imo
ok
What’s a good way to start making modded bosses
Learn c#
It’s code academy time

Insert API DOCS
https://radiance.host/apidocs/
If jngo isn’t going to work on multiplayer anymore, could I?
Does anyone have a link to the source for any of the existing mods? Assuming they're publicly available.
Look around on github
Fair enough :3
If you are looking for a specific one tell us and we can find it for you.
I'll list a few of the major ones here.
This is Pale Prince code if you want to edit a boss's fsm
https://github.com/fifty-six/HollowKnight.Pale-Prince
Was looking for Lightbringer, Charm Overhaul, and Blackmoth. (Though I think I found Lightbringer's repo)
Oh and don't forget there are modding tutorials here https://radiance.host/apidocs/
so someone can make him more bearable
What are you planning to edit?
is charm overhaul code public?
Here is blackmoth https://github.com/Ayugradow/Blackmoth
I want to make an updated version of the Exaltation mod that is incorporates some of Charm Overhauls changes (as well as the charm changes in Blackmoth/Lightbringer)
Sorry bud, I took exaltation
jk
Anyone can do whatever
I would get you my source code, but I left it on a different pc
XD well I'll try not to step on your toes
I can't find charm overhaul github repo, you can use a program called DnSpy to get the code from the dll
Tbh I could probably just recreate most of the charm changes from Charm Overhaul.
More info about DnSpy here https://radiance.host/apidocs/DnSpy.html
@vocal spire What kind of updates were you working on for Exaltation?
Thanks @ornate rivet
yw
Look in the readme on the installer
Already have the method of unglorifiying planned
Alright so this bossFsm.FsmVariables.FindFsmFloat("Mega Pause") = 0.1f; doesn't work and gives me The assignment target must be an assignable variable, target or indexer. I don't know how else I'm supposed to do it. bossFsm.FsmVariables.GetFsmFloat("Mega Pause") = 0.1f; gives me the same error as well
^
yeah lmao, I just needed to do that
lol
@vocal spire Ah, well I'm mostly going to be focusing on the Overhaul/Lightbringer/Darkwing compatibility anyhow. Is you're repo public?
start making your mods public 
Welp. Fair Enough
I need to start doing that.......
Same tho XD
it takes a couple minutes
I’ll do it after I get back to the good pc
Oh, Charm Overhaul's source is included with the mod. Cool
you could remove the actions so it does nothing 
I was thinking remove transition or change transition so you never arrive at that state
I think it’s something that’s not a variable or something
cant you just log them with code
yyyyyyaaaaaaaaaaaaaaayyyyyyyyyyyyyy
@jolly oriole plan to use Mola's?
I'll make sure to add my pop mod's rooms to the map even though the placement doesn't make sense
uuuh
@brazen mortar
just a sec I'll see if I can dig something out
appears here
but not clean
mola's looks more like the game
Maybe there is another way to find the map zone?
Hello, do you know a mod that changes the player's damage + the mod must be open source
lol
unironically easier to just use a capturing lambda and set the fsm var directly
hellmod
I tried to transfer the code about reducing the player's damage...But it didn't work out...
You might need the type of the FsmVar passed to the constructor fwiw
Oh you do
The empty constructor is just garbage
So GetValue just doesn't work as far as I can tell without passing that
stop saying fwiw idiot
?
I'm sorry, but I'm an aspiring mod developer,and I don't understand what you're saying...
Did the damage not change, or was there an error
error
what was the error
That number makes me scared
yes
?
Looks great!
where can i find the gun mod
#archived-modding-help https://docs.google.com/document/d/1cz5tcggpGofrBcM90XyTkMWjMelDHzugvQM6HpB13Ew/edit?usp=sharing
where can I get HollowTwitch mod code? I'm going to support it for other video steaming platform
sid-003/hktwitch
thanks
Shouldn’t this go in #modding-discussion ?
Sir this is modding developement
mildly dumb question
but is there anything that can tell me which segment of each spritesheet corresponds to which frame
because otherwise idk how i could make a skin that would flow properly(?)
if u get me
awesome
thanks ^^
it doesn't change the vtable
it's just if you have A : B, you can have a member with the same name
but if you do B b = new A(); b.PositionCompass, it'll call B::PositionCompass
protected is just psuedo public cmm
you just inherit and make a static wrapper
for the purposes of modding I mean
elderc
is the method invocation not basically all fsm for the map
I guess if they specify type instead of gettype it wouldn't find the new one
I still don't like the idea of making everything virtual
It's probably doable without breakage though
you could just auto hook with some reflection and gettype though
I do not
If you're just overriding stuff entirely you can use Detour over Hook though
Which just takes the original params and such
you

what
what fsm though
just serialize it
and deserialize for a free copy
JsonUtility
And there's a global list
Once they get loaded playmaker has a private static list of all of them
katie made the shader
unlucky
very nice
Can you change how much that shader pixelizes 56?
yay

Has the knight gone into a death wish from a hat in time?
The Knight has begun to tap into Ultra Instinct
all you gotta do is turn their speed up and it'll be complete XD
56 tutorial
56 tutorial
56 tutorial when? 
it's assembly but c#
Oh
i promised nothing shaking my head
ok but that's not what 56's tutorial was like
56 if you won't teach IL can you at least link me to a place where I can learn it and give me some examples to work with
And you can just look at decomp of any code to see how it translates to il
sharplab has an interactive c# -> IL view
^You can view IL in dnspy
I mean I probably will
ok good then nvm I'll just wait 😊
Where would I go to get the sound effects for hk?
Ok
Yay
Finally a in game map of white palace so we can know where we are at all times! Also is it on the full map or are you perfecting only the quick map stuff for now?
Sounds like hell to edit
Cool
Hi, does anyone know how to do herf player damage?
I'm a beginner, and I don't know how to port code
:|
looking good
joker
Nice
do little shortcuts like the one here count?
ooo a white palace map
nice, very nice 
still dont know how to get the preload path
yes, i can find it. but how can I spawn it?
yeah
thx
Does anyone know how to do less damage to a player? (If Yes,please write me a personal message)
you can use ModHooks.Instance.TakeHealthHook += TakeHealth;
Is there any easy way to have ValueTuples in a project targeting .NET Framework 3.5 without referencing the API?
why are you targeting 3.5
cursed
and the api literally merges that package in lmao
I wanted to make a library I could reference in mods, but also include in some external applications without requiring the api as well
^
yeah, I'll just replace all of the pairs with specialized structs


just make a generic pair and create a deconstruct so it implicits into tuple
^
What would the syntax for that be? I tried something like this, but it has an error without ValueTuple
I wish I could be a real programmer and understand what you all are saying 
ah I was confused by this article: https://docs.microsoft.com/en-us/dotnet/csharp/deconstruct

generic pair, deconstruct, valuetuple
generic pair is what homothety just showed you
deconstruct is an implicit into tuple which can be called by the compiler when you assign to a tuple from a type with a deconstruct method
esp useful in loops
and value tuple is just the type name for c#'s tuple
called value because it's copied by value
and immutable iirc?
might be wrong about mutability
what 56 is talking about with custom deconstructor is this```cs
public struct Point
{
public int X;
public int Y;
public void Deconstruct(out int x, out int y)
{
x = X;
y = Y;
}
}
then you can do var (x, y) = point;
for ((key, value) in dict)
mutable :fuck:
i hate capitalism
I'm surprised you're allowed to say fuck at this point

yes
fuck
probably the anime porn meme
what's the difference between a field and a property

property have getters and setters
fields are just fields
properties are backed by a field
yea
what is backing
implemented by the compiler as a secret field
then there's a k__backingLmao
it has a <Lmao>k__BackingField field
i don't even know if i am right 
looks right

this is 
Yayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
I’m very late
When is godhome map
Infinity is a large amount of time
I’m going to try to make that now
Because I definitely don’t have anything else to do
Cool
Would it be possible to completely replace the map?
Then return it back to normal in game?
Like, when you enter a dream, your inventory map is changed to a map of all the dreams. when you return, it changes back.
Ok lol
Ok
Anyone else worried how quickly we will run out of map space
will the jojo custom skins ever become available?
Yeah it will! I promise
Can someone explain the api docs to me
they are rly confusing
I installed rider ide
And the fsm viewer
I just want to make modded gorb
Dang that’s awesome dude, congrats
Nicely done
Epic!
Hey guys, I followed the guide on how to replace audio assets, and I was pretty succesful. However, I'm interested in why does UInt64 m_Offset (in the audio dump txt) have to equal 0 when I edit it, as it is never 0 by default. Is it because my resource file only has 1 audio clip in it? What would happen if I added more?
Idk
Alright i finally made my first mod
Makes dreamshield more balanced by making it cost 11 notches

hot emote
Yay I attracted attention with my comment about 11 notch dreamshield! I’ll make sure to do stuff like this is the future
please
let the man please in peace smh
ok.......
when i looking for MP mod, some code ' .layer = 11' confuse me. I search 'layer == 11' for Assembly-CSharp and found a class named 'GlobControl' check layer 11. so does someone know where GlobControl are used for? I just change the layer to 9 and found nothing difference.
just a sec
most enemies or layer 11
environmental hazards are 17
including some enemies with it
Yeah
can someone give me a short explanation on how to use custom spawnpoints? or point me to some mod that does it
I want to use a custom spawnpoint on save file creation, but not really sure what to do other than setting the respawn marker
I was looking at rando3 but I don't exactly understand it
that's not the question
Oh ok
They mean new game spawn loc
Oh
@fast estuary looks like you just set respawnScene and use ContinueGame instead of NewGame
will try, thank you
I get it, thank you all
I had an idea for a colloseum of fools mod where more trials and bosses are added sorta like a fan expansion if anyone is interested im looking to get into modding
which hook comes after SaveSettings are constructed during file load?
AfterSavegameLoad
should work
because there's just a backing hook on that for loading them
ty
hey, ive never modded games before but im interested in trying to mod HK, where do i start?
Do you mean making mods or just getting them?
making
Have you already installed mods?
yep
Do you know c#
a bit, ive made some stuff in unity
ok thx
Also looking at other mods is a good way to learn
ok
I'm having a bit of trouble changing the charm sprites. I've looked at the docs and the source code of Lightbringer but I still don't really get what I'm supposed to do. The main issue is that it's a sprite, not a texture, and I don't know how to set it properly
Use image conversion model or whatever it’s called in the managed folder
Sprite.Create
I just used the bindings mod if I wanted to have different setups with that
though, the only problem is that you can't pick up lifeblood if you use it
Awwww I guess I’m not making the new pantheon mod
Is there a place where I can find the protects for mods on the mod installer
So I can look at the code
github
no
no
no
Not sure if this fits here, but I'm looking around in the decompiled sources for the first time, and it's sooo interesting 😄
😄
The code looks like it's been written by a five year old at times. One could make a guessing game out of this: For every code smell you find, guess whether that's because of bad decompilation or the programmer's fault.
Lots of explicit casts? Probably the decompiler. A class having ~300 Fields? Definitely a design choice.
yea i wrote it
yeah, sid wrote only the cast parts
yea i wrote it
@safe hamlet Haha no harm intended
he's joking 
lol
Yeah but Sid code really does look like a 5 year old's
His commit messages definitely don't contribute positively either
Somebody figure out how the fuck the idle grass animation works
When it like moves due to some nonexistent wind
Nothing exists
doesn't the object have an animator component
iirc that's how the deepnest spike bugs worked
@blissful burrow did you look at it from hkwe2?
No
Also I disabled the animator and set it to start and they kept moving
I'll try to see hkwe2
No
I asked because hkwe2 doesn't show stuff like tk2d stuff
Uabe would show you everything you probably need
(except playmaker fsm)
For now I've just been using Modcommon printscenehierarchy
But like, the no cut ones for example are literally just a transform and a spriterenderer according to that
do you have a scene which contains them, so i can look at them?
the simple grass moving is part of the shader
on the Sprite child of simple_grass_nocut
oml
Time to learn shaders
@copper nacelle shader man go
Can you check it's the same behaviour for normal grass?
I assume so but just to make sure
basically you can change shader settings like:
var blurPlaneMaterials = new Material[1];
blurPlaneMaterials[0] = new Material(Shader.Find("UI/Blur/UIBlur"));
blurPlaneMaterials[0].SetColor(Shader.PropertyToID("_TintColor"), new Color(1.0f, 1.0f, 1.0f, 0.0f));
blurPlaneMaterials[0].SetFloat(Shader.PropertyToID("_Size"), 53.7f);
blurPlaneMaterials[0].SetFloat(Shader.PropertyToID("_Vibrancy"), 0.2f);
blurPlaneMaterials[0].SetInt(Shader.PropertyToID("_StencilComp"), 8);
blurPlaneMaterials[0].SetInt(Shader.PropertyToID("_Stencil"), 0);
blurPlaneMaterials[0].SetInt(Shader.PropertyToID("_StencilOp"), 0);
blurPlaneMaterials[0].SetInt(Shader.PropertyToID("_StencilWriteMask"), 255);
blurPlaneMaterials[0].SetInt(Shader.PropertyToID("_StencilReadMask"), 255);
which creates a material identical to the blurplanes
and most other grass (the ones you can cut at least) have animators
so they're seperate sprites
I think I finally found out why I couldn't remove wk's death effect. It had it's own class with an override for EmitEffects
why 'Instantiate' Method can't copy correctly? I want to copy a modified GameObject but some variables are not in my expectation.
And the Log is
personal guess is its due to object pooling
the orbPre is Instantiate from object pool, and then change the time variable to 0.1.
and i try to use orb.LocateMyFSM("Orb Control").SetFsmTemplate(new FsmTemplate { fsm = orbPre.LocateMyFSM("Orb Control").Fsm }); ,but also invalid
why can't you just set the value yourself
I can set, but I want to know the reason
Ok, I found the reason, and resolution.
just add a code orbPre.Fsm.SaveActions();
because there is a field actionData, it records the Actions and some Variables . If you just use state.Actions = new FsmStateAction[] it will not update the actionData field
btw, FsmUtil should add this I think
any enemy sync in multiplayer yet?
no
btw, back when i said that i fixed my bgm...
i broke it more
or well, in another way
?
it starts anew completely when only a new track should fade in
Ok
maybe a bit late but I didn't have time to try this before
looks like you just set respawnScene and use ContinueGame instead of NewGame
this seems to work but it spawns me at -20000 20000
did you set the respawn point
that's what happens when it can't find the bench you have set
I made a new respawn marker and set that, yes
basically the same way rando3 does it
did you set it before it tried to find it though
pretty sure, yes
are you just using activeSceneChanged
this is what I'm doing
this ain't it
I don't understand hk modding enough
this is going to run in like
what do I do
the main menu
you told me to do it on continuegame

@safe hamlet its your cue
np
ok so Im testing unity and HK edit for the first time
I have a few questions
how do I add stuff from one scene to another?
for example, adding WD background to false knight's
without having to manually add the sprites and their position
I already tried copying and exporting prefab
but none worked
Copy-paste
copy paste didn't work
could it be that I have to ripe the sprites used and import them in the new scene?
the folder appears in the scene pasted
?
Im copying the folders I need from the left side
for example, I copied the folder bg from the WD one to the cloned false knight
didnt work
also tried exporting as prefab and importing it
didnt work either
it appears in the left side but nothing changes in the image, as to say
So all you want to do is change the image?
yes
I pasted it again and still nothing
change from the generic gods and glory background
to the one full of white clouds of WD
also learn the process to do the same with breakable poles and whatnot from other scenes
Highlight the thing you want to copy(sorry if I’m not understanding) then screenshot
it is higlighted/selected in gray in the last screenshoot (already pasted)
Ok
hold on
Is that the one copied from the other scene?
yes
I want to implement it, as to say, in the false knight cloned arena
also do the same with the rainy effect of soul master
?
the background Im talking of is a bunch of clouds in different layers and positions
so resuming: it appears in my hierarchy list but it doesnt loads in the visuals
it is not empty
Try moving it away
moving it to make it a son to another part of the hierarchy?
It’s position in the scene
It doesn’t move?
the problem is that it doesnt appear in the visuals at all
Try moving it with the inspector on the right
yes
confirmed it by deleting it, confirming what I want dissapears and then going back
Can you screenshot it in the original scene
is it in the proper layer?
the original scene is the screenshot with a shitty red circle
Didn’t think of that
what does it mean?
Look at what it was originally
I don't know anything about this program, but if it's like my CAD software, if things aren't in the proper layer, they won't be displayed
so either you could change the display settings of the default layer, or move it to another layer
it is defult in all cases
Maybe the z value?
the position values do nothing
move it by like 1000
move it x and y
Yeah
is like the folder is there but not implemented
Also what folder
ok recorded a video
K
Takes forever to load a website while on zoom
ok, waiting for the drive upload
wait it does loaded on my side
is just that's what happens
I copy, then paste, but nothing changes in the scene, just that I now have the folder and its children in the hierarchy
Trying to view the vid but bad internet
drive aint cooperating
Internet is dying :(
Sorry, internet
uh, idk what's in that scene exactly, but it might not look like anything's changed because of how hkwe2 shows you stuff
1 sec, i'll check if things happen when moving
also before I go, another question
how do I check how it looks in game?
when selecting the game option it says no cameras rendering
Custom Camera Settings, gimme a sec
and dont know how to make the cameras render, or where are the cameras at all
so I still want to change the bg folder of fallse knight for the bg folder of white defender
make a new GameObject with this Camera settings, then you can look at how things look ingame
That’s where I was confused for a lot of that
np
lol
the culling mask (the list left), you can leave it at default, as long as you don't assetbundle with the cam active (the tiny check left of the name)
move it left and upwards
nothing happens
no wait, it doesn't show because it has missing sprites
but that takes longer to resolve
makes sense
was suspecting that
do I need to use the unity ripper or
what is that gg zip pinned?
scene names i think, idk
that's one option, another would be to remake the scene in an independent project with just ripped sprites
uff
oh nvm, the pinned thing is a hierachy thing of the scenes
but mebi doesn't have that much space left, and utinyripper can take a lot of space
Oh
Didn’t know that
Easier to remake the sprites probably
Or someone else could make it
how much space would take to only rip one scene at a time?
level1 (Menu_Title) takes 3.17 GB aparently
I know by doing the whole hollow knight folder it came out to be something like 11 gigs
Might be wrong
ok, will try that next
I hope this kind of problems will get sollution in future versions of HK edit
ok bye
o/
is there any difference in using PlayerData.setInt/setBool and setting the field directly?
the set/get allows other mods to make their changes to values
hm, okay
Use set please thanks
This class really doesn't need to exist
yeah, doing that now
but I guess there is no point in using the Get methods, right?
like I can just directly access the field for those
I don't see the point yeah, maybe 56 will yell at me for saying that though
okay, cool
also while we're talking about mod compatibility is there a way to check which other mods are installed/loaded?
Just check if the file exists
you can asm.GetTypes(), i think sid had something like that in one of his mods
use Type.GetType preferably
getting all types can lead to assembly load errors if others do things wrong
and you use get if you want other mods to be able to override access to something
I literally do it on the class I just linked under
like if you hook get and make it so geo always returns 10k but someone does direct field access then they won't see the 10k
where can i find infinite charm notch mod?
it should be on the modinstaller if you want to use it
if you need the code it's here https://github.com/homothetyhk/HollowKnight.InfiniteNotches
are mask shards not game objects? I can't find them in the list to delete them
which is weird because vessel fragments are just there
in the middle one
i don't see it in the fsm viewer for bretta, it probably gets spawned off an fsm
I haven't looked into fsms at all yet so I don't really understand how they work
I have noticed HeroUpdateHook has appeared twice on the hook reference page of the mod api's documentation
maybe it's a good idea to report it here ?
does anyone know how hollow knight multiplayer is doing in development
I’m working on adding stuff
Already added (very unstable) pvp teams and a (nearly perfect) chat
Here is the github for it: https://github.com/RedFrog6002/HollowKnight.Multiplayer
sounds nice!
Hey @copper nacelle, I finished some README files for both Inferno King Grimm and WeaverCore, and I was wondering if you or someone else would be able to put them on the Mod Installer. I completely forgot about adding those and should've done it a while back.
done
awesome, thanks 👍
ok
@copper nacelle 
I see
can somebody prove a moderator wrong
#hk-meme message
you can ask someone to add your zip containing the readme/dll yes
several of them has permissions with the google drive, which the manager takes the mods from
Ok
Thank you
And do you know any
Tutorials on how to create your own mod
And i know it takes weeks
But i really wanna try
youre gonna need some tools ofc, saleh has recently updated the modding api documentation, but beforehand just wanna say you at least understand OOP concepts or have programmed before?
also learning modding usually also involves reading others mods to understand how they work, most of them are open source anyway
Ok
Thanks for the advice
Im gonna try
And look at other mods
To see what mine
Should end
id recommend HellMod
it recently got updated and can serve as a good guideline on creating mods
Ok
youll need tools tho
for once youll need a C# IDE, either Rider or Visual Studio 2019
then youll need the Modding API, which should automatically install itself if you ran ModInstaller for the first time
then from your IDE (Rider/VS2019), youll need to create new project that outputs a .Net Library dll (its obvious and you get to choose dont worry)
Then add Modding API to its references so that you can toy around the game's actual code itself (the Modding API overwrites the file in your HK folder named "Assembly-Csharp.dll" and you reference this file itself)
Ok
Imma screenshot this real quick
Ok thank you so much
Have a nice day
And i couldnt find any help on modding
Anywhere
So thank you so much
did you tell them about dnspy and fsmviewer
if you want to work with assetbundles you would need unity itself
imo he shouldnt bother with those atm
not even dnspy? they would need to reference the game's code yeah?
DNSpy is something hell need once he wants to decompile the game's code to see whats inside it and alter/call wtv the fuck he wants from it
its probably best to get something like that (ILSpy is considered to be better)
FSMViewer should be later once he has a grasp of how things work, and I dont think hell need to use AssetBundles anyway early on
ah kk
Imma go start trying to study this
But yeah I didnt wanna mention those cuz i wanted him to start simple, but ILSpy is probably something hell need
Out of curiosity, why didn't you guys link the apidocs?
Good idea
mentioned the apidocs earlier but i didnt send the link
clearly an act of sabotage
i just forgot ok, i usually send it when theyre about to do the actual work instead of beforehand
lol
hey Someone, if you're still working on the sprite size thing, I got a question
would changing the sizes of the hitboxes also affect spells?
so DD could potentially impact a larger area than it does currently
sorry I don't really know how exactly the game code works that's why I asked
Yeah you could change spell hitboxes
i already see the custom hitbox tier lists
mhm ok cool, thanks
I am still working on it
It’s going to be pretty hard to make it usable for most people
I have some ideas for making it work though
Also for and for each are now my best friends
haha no rush dude, its really impressive that you could do it in the first place
what do you mean by for most people?
If I can get this to work, it will be very unstructured
There are 2 ways I have though of for making it work
Also in both ways you will make a completely new spritesheet
mhm I see, so not something that's a clear-cut install thing.
- You will specify the position of each sprite on the sheet and specify what animation it is in
- You will specify the maximum width of your sprites and put each of your sprites right next to eachother but pretending they have that width(do the same with the height) Then you specify the amount of rows it has and the amount of columns.
Also that’s not even including if you want multiple spritesheets
aah ok ok. interesting. seems quite doable though if its just a one-time thing for the skin-maker
It would also conflict with custom knight
how would the user who wants to use the skin use it?
yea the conflict with customknight seems like it can't be helped
They would probably make pngs in a folder, then make .txt or .jason files with the same name
The mod would read what is in the text file and use it to interpret the spritesheet into the smaller sprites
Also I need to figure out why it lags so bad
haha good luck with that.
Thanks
Also I don’t feel like making skins swappable mid game because that’s a lot more work to do
yea that's not necessary if its difficult. especially if its a lot of work. not like people are constantly switching
its the benefit to time ratio
thanks for working on this! seems like it would open up a lot of avenues for skin-makers
There are also some other things I have planned but may not do
Such as replacing only certain animations or frames
do we know how the original spritesheets were generated by TC? can you piggyback off of whatever technology did that? unless they were stitched together manually or by some hardcoded something or other
eh no pressure, you're doing this for fun anyway
Idk
I didn’t think of that
I just thought that the sprites would be put in a sheet as they were made
they're arranged so randomly my assumption was immediately that they were compiled by some program, perhaps part of Unity
however I don't know the first thing about Unity so this is just guessing
I haven’t seen that about unity, it might be something with tk2d though
There is probably an free, easy program to do it with
- You will specify the position of each sprite on the sheet and specify what animation it is in
I think I’m going to go with this option because it is easier for me.
It will make it harder for skin makers though
what would also make it harder for skin makers is if you get bored of the project and dont finish the mod/program 

NullReferenceException: Object reference not set to an instance of an object
at GameCameras.Start () [0x00000] in <filename unknown>:0
yeah, i actually don't know why
oh, i think i know how that could happen, although it shouldn't edit: nope, wasn't it
and in my entire ToT project i don't even edit GameCameras
another instance of why doesn’t it work I didn’t change anything where is this error coming from
at least i can get screenshots like these

ok, for some reason, ToT causes the camera to die when save+exit
ok, fixed
apparently dying in the hook of UnityEngine.SceneManagement.SceneManager.activeSceneChanged isn't the best idea
i should have saveedited myself no items, would've been way better than 420 eggs
the censoring just reminds me of some of my favorite animes
Care to share saleh?
if i want to save my mod's settings, where should i save it?
how to do it actually?
Look at how other mods do it
yeah i am looking through the debug mod although I am still not able to find it
Let me see
actually i find the statement but cannot understand it
Screenshot it
okay
I’m going to go back to YouTube because I’m sad ping me if I’m needed
bruh the api docs exist for a reason eeee
I've made a spell mod
i love powerpoint
looks cool, too bad it's playing at 1 frame per hour
also release it in github,can someone help me put it into ModInstaller?
awesome, can you make a readme for it?
wait for moment
okie
@tawny onyx Does it have any dependencies like ModCommon or Vasi
ok I followed saleh's directives with unity ripper
the problem is that it exports all sprites alongside the selected scenes
and when selecting another scene to export it exports all sprites all over again, no matter what folder I select as output
utiny ripper btw, not unity, i made the same mistake a lot
utiny more like mutiny
I think I did it! I think I have almost finished the first part of CustomKnight+(Yes that's what I'm calling it. If you have a problem I'll gladly change it)!
CustomKnight+ ?
NICE
sounds dope as hell and I'm excited for it
Dahoom, CustomKnight+ is a mod Someone is working on which can adjust hitbox and sprite size to allow for more flexibility while making skins
because the current knight sprite constraints are very lame and tall and thin, so a lot of ideas can't be implemented
stack overflow.... yay
Someone, have you made any other mods? just curious
YES
I DID IT
I FIXED A SMALL ISSUE
anyway, yes
uuwuu
lifeblood master
updated dreamshield coop
updated exaltation
working on adding stuff to multiplayer
working on a million mods
oh, also my 2nd mod was lolkins.
got lost in the stuff I was doing
I'm planning a new arena for it
now I just need the game to not yeet out the texture...
This might ACTUALLY work!
i think i should add "you can ping me guys its ok" to my... what does discord call it? status?
also great job at doing custom knight+
yes that sounds good, I am always afraid its rude to do that
another suggestion was to add a skinmaking chat because we dont know if we should talk about it in modding discussion or in art
that is a good idea
wait where did server feedback go?
havent been active on this discord for a while
i was gonna suggest giving modders a unique role. because they deserve it.
someone asked benji the admin about it but it didnt happen so...
@cinder rivet i have asked benji recently and he said just use modding discussion
aight
Modders used to be what is currently Modding Staff
info on server feedback
#server-announcements message
the staff is generally pretty strict on rolws they deem unneeded
i mean modders are keeping the game alive for people who already did everything / gave up on the hard stuff so i think they deserve some recognition at least.
@ornate rivet yes,it needs modcommon
Almost completed poc of CustomKnight+
cool, what's that?
CustomKnight except completely new spritesheets and can use sprites that go out of the original boundaries



