#Skin mod, sprite wayyyyy below hair?

24 messages · Page 1 of 1 (latest)

mossy latch
#

Hi all! I'm trying to make what I was hoping would be a pretty simple edit to give Madeline green hair, as a little present for my girlfriend who likes the color green a lot. It has seemed to work out pretty well except for the sprite kind of uh... well the screenshot says it all. Any idea what I'm doing wrong here?

My concept of the process was:

  1. Manually edit all the Madeline sprites that have hair.
  2. Make a HairConfig.yaml for SkinModHelper(Plus) to change the hair that goes on all of the gameplay sprites.
  3. Make Sprites.xml files in both Graphics and Graphics/[MySkin] that reflect the folder names and such.

And I did all that pretty well, I think, but then this happened. Did I miss an important step or edit the Sprites.xml files wrong or something?

frozen dust
#

uhh can't you just use hyperline if all you want to do is change the hair color?

lucid rapidsBOT
frozen dust
#

actually wait that wouldn't work for the cutscene sprites

#

what are your image's dimensions

mossy latch
frozen dust
#

what is inside your sprites.xml then

mossy latch
#

That would be this. I pretty much just copied the template shown in SkinModHelper+'s guide, and added another one for the silhouette.

frozen dust
#

yeah you're missing the origin tag

mossy latch
#

Oh.

#

Ty very much, haha.

frozen dust
#

honestly you had the opportunity to make your life a lot easier

mossy latch
#

Oh, noted. Tyvm, haha.

#

I'll use that in the future, then.

frozen dust
#

i think it'd be a better idea to remake everything from the template as it includes all the animations + a ready-to-go sprites.xml

#

it lacks documentation but #asset_making is open for questions

mossy latch
#

Oh, that makes sense, yeah.

frozen dust
#

all you realistically need to do is merge the HairConfig.yaml and replace the images you made

#

just get the template, unzip it, run the preparation script (do not use spaces in names) and move it to your Mods folder

mossy latch
#

Ahhhh, that is much much easier. I'll do that then, ty!

frozen dust
#

feel free to look at the files after running the script

mossy latch
#

Yeah, for sure.