#is it possible to pack a skin from modified atlases?

91 messages · Page 1 of 1 (latest)

bronze moon
#

I'm just making a recolor for hornet. so i don't need the animation viewer that much. but I'm adding a few details. so i would still like to have the animation viewer from custom knight,,, working.
I'm doing the recolor directly on the atlas.... and it doesn't play inside custom knight....like the file inside custom knight is updated but it doesn't show on the animation viewer. so i guess it only read the other files and the baking button put them on the atlas...

so tlr. what i want is either something that tells me each sprite for each animation on the atlases.... so i can try to place the added detail in a logical way.
or a way to view the animation.
but i really dont wanna waste time with exporting it in an other software... aligning them.. and then modifying it.... and then rexporting them back into the ... you get it. i will do it if its the only way... but meh.

mortal steeple
#

It sounds like you would like Patchwork

bronze moon
#

what is that?

#

@mortal steeple

mortal steeple
#

Please don't ping me unnecessarily

bronze moon
#

other modding server usualy handdle it like thhat sorry

mortal steeple
#

It's pretty easy to see then there's new posts

bronze moon
#

ok

#

so what does it do.. just a small tldr before i go look deep intopo it

mortal steeple
bronze moon
#

im cooking. i wanted a resume on the page. but its directlkly technical talk. but since i never did modding for hk the pros and cons eatured are a bit ..... meaningless to me.

when ill have more time i can read it all but i was just looking for a resulmme

mortal steeple
#

I'm not really sure how this requires any other knowledge or is technical

bronze moon
#

hooo wait. that second one.. i miss read it.
thx.
the first part i dont get tho. i coulld guess. but thats it.

#

.
and what mod manager do you recomend? since there isnt any lumafly v2 yet

#

.
i know 2rmodman work but idk how to add custom files to it

#

.
ok new issue...how do i filter hornet's sprites from the rest? becaue i could use hornet's dumped strites from som drive on this server... butnow id lack the proper foler names.
or are there some hornet dumps with the proper names around on the serv?

i also cant play a specific animation.... maybe with a debug mod idk.

mortal steeple
bronze moon
#

there isnt any debug mod on r2... how can i add the one from nexus onto it?

mortal steeple
#

They both have an option to open your Profile folder, which is where the mods are

bronze moon
#

ok

#

and i guess the mods from nexus work on r2

mortal steeple
#

And yeah, the debug devs are waiting for their next major update to upload it to Thunderstore

mortal steeple
bronze moon
#

ok any dates? because i can always wait for it to drop and take the tim to do something else

mortal steeple
mortal steeple
bronze moon
#

no i mean.... the texture nammes yeah. but patchwork requier the folder in wich the texture is stored to have the same name as when you dump iit

mortal steeple
#

Fixed the typo

bronze moon
#

ok too bad

#

o there is no way to check for animations..... from an atlas? wut... def something ill sugest to the custom knight team

#

do be able to pack the anim from an atlas the other way around

mortal steeple
#

There's a few things:

  • Generally, people check animations using an external tool, like CKC
    • You could still do this, and use Patchwork
  • There are 500+ animations; I'm not really sure how you'd have something in-game to pick which to show that isn't very clunky
  • A lot of sprites are reused in multiple animations, so you can't point to a sprite on the atlas and just say that it's from a single animation, because it'll be used in many of them most likely
#

Patchwork let's you see your changes in game very easily, so the only thing you would need to do is do the action that triggers whatever animation you're checking

bronze moon
#

no but for example a crest wweaving anim..... it only plays once .... so appart from reloading a save file using the in game back up feature... its quite anoying.

what i meant was more along the like of the debug mode creating a dummy object fixed in the center of the screen. and it just play any animation or any texture you want. in a loop. at the center of the screen. with an option where you enter the exact texture or animation name.

if its clunky its nnot an issue. its literaly just a debug feature.

mortal steeple
#

You can always make suggestions in the Patchwork GitHub repo

snow parcel
#

this video is just a sneak peek, there's gonna be more features when it's released

mortal steeple
#

Yo! Patchwork is literally GOAT

snow parcel
#

ive already spent today refining the feature quite a bit, not gonna be long til release (i hope) luljinx

bronze moon
#

already a good start... but what aout context animations? like crest weaving? should i be next to the crest bearers?

#

thats why i said a dummy object. that hs every animations tied to it. so you dont have to go places.
or at least every animation hornet has. even the ones from enemies like grabs and such. should be playable from a subsection in hornet's tabb.

snow parcel
#

shouldve probably posted an update here too luljinx

#

its not all the animations there are in one place, but at least every animation is available for each sprite thats on screen

bronze moon
#

thats already insane......
ok so if you cant get the dummy. or cannot put every context hornet animms in there... maybe have a teleport tab. to every hornet animation. kinda like that pantheon mod. we dont care if it break the save.

snow parcel
#

there is a separate mod that lets you teleport to each bench already i believe? i saw that around somewhere and had it installed for testing at one point

bronze moon
#

i guezs it will work with pantheon and debug mod anyway.

snow parcel
#

seems a bit out of scope for whats supposed to be an asset replacement mod

bronze moon
#

hey

#

honestly its not just an asset replacement mod.... llike if you can make it adaptable to any entity and anims they may have. it could be an amazing dev tool for moders who make bosses.

#

.
it will probably be THE best way to make skins too

snow parcel
#

it should work on any entity that uses the tk2d sprite system, so if modded enemies use it that already works

#

i have no idea how people make modded entities but technically you should be able to re-texture modded ones that way too now that i think about it thonk

bronze moon
#

ho a feature more in the scope of your mod.
check list. you can create a cjheck list, rename it. add any animation you want to it. with a check an uncheck box. and its greyed out if the animation isnt lloadedand ready to be toyed with.

so we can check for every anim we wanna change.

#

.
and maybe add a default hornet check list to the mod as an example and to ease skin mmaking even more.

snow parcel
#

ill keep that in mind, but i will focus on the "core" functionality of asset replacement first - appreciate the ideas though ashiep4love

bronze moon
#

yes np

#

maybe you can get in contact with the debug mod devs... so they add a teleport to every hornet anim in their debug mod. or a dummy entity.
they have no reason not to want to help skin making. especialy since you are doing insane work on your part.

bronze moon
snow parcel
#

it does support full atlas replacement, but ive only really added support for it because people used CKC a lot

bronze moon
#

atlas are really practical for color swaps so its a good feature

#

.
are there any ressource that show every animations and their numbbered sprites on the atlasses?

#

i hhavnt found one

snow parcel
#

not that i know of

bronze moon
#

well. im gonna make it

#

wait..... how does stuff like your mod work then? wwhat are atlasses for inside the game?

snow parcel
#

atlases are a method of optimization, theyre just a technical thing that makes the game run better

bronze moon
#

yeah but if thats what the game uses... how can you not have a ressource of where every sprite is?

#

does dumping the curentkly used sprite actualy cut the entire atlass into pieces?

snow parcel
#

if youre really interested ill give you a somewhat technical explanation of it luljinx

bronze moon
#

i mean you may. because ive always thought these tools were the sum of technical knolegde and people analising the sprites of the atlas and figuring wich onee was what andtheir coordinates on the atlass lol

snow parcel
#

the very short version is that my mod takes the atlases apart and puts them back together while the game is running

#

the slightly more accurate and longer version is -

theres sprite "data" and sprite "textures" in the game. the textures are the actual images, while the data determines which parts of the atlas textures belong to which animation frame. when the game loads an atlas, Patchwork hooks into that. it lets the loading happen like normal at first, but at the very end it goes over the custom sprites and draws them on top of the base game atlas texture, in the right position, rotation, etc. - based on the sprite "data"

#

-# and since v2.0.0 this all happens on the graphics card because it was pretty slow otherwise

bronze moon
#

ok so you dont know where every sprite is0. you just hijacked the data?

#

so if im getting this right.
the player character is just the entire atlas flickering in different position with a mask? or is it a quad that change shape and UV every second?

#

.
i dot unertand how you dump a specific sprite, tho.

and what do you mean by your mod drawing over the atlas? does it just reload the loaded atlass based on the one you just saved inside your mod?

snow parcel
snow parcel
bronze moon
#

i would love getting that data. so i canmake ressource fro hornet atlasses and wherethe sprite for each anim are

snow parcel
bronze moon
#

ok

#

and doing it in reverse let you cdump the texture