![]() Also removed the last few non-animal NPCs.Īll assets except the skybox are further darkened. If you do any major lighting changes, make sure to do them across the board to avoid inconsistency.Īll of Maplecrest is now uniformly dimmed and very gently tinted blue. I've dimmed maple.dds to match the skybox, but half of the map is still bright because the grassy knoll's texture is located in maple2.dds. With Photoshop, you can edit any aspect of a stage's textures as you please! There's a ton you can do with this that I can't possibly all cover here, but I can document the progression of Slumbercrest to give you a general idea.Īfter some trial and error, I replaced Maplecrest's sunny blue skybox with one that has a bright full moon in a dark black sky. Here's the part where everything relies on your creativity and artistic ability. Be mindful of the consequences if you are dealing with props that may cover up undrawn patches of the stage! You can paint over the alpha channel to remove any elements of a stage you don't want visible (props like the blimp in Rooftops, NPCs, etc). We'll use this to remove all of Maplecrest's NPCs except for the stray animals. ![]() While the alpha channel is selected, you can paint over any parts of the texture you don't want to be visible ingame. If only the alpha channel is visible, visible areas will be white and transparent areas will be black. Making the alpha channel visible while the RGB channels are visible will cause areas that will appear as transparent to be bathed in red. DDS files make use of a special alpha channel to determine what appears as transparent you can find the alpha channel on the Channels tab next to Layers. We want these guys gone, so we'll need to make them appear as transparent ingame. Opening maplecrest_anim_npcs_01.dds, you'll see a typical spritesheet of various characters. Why would they be hanging around at night? maplecrest_anim_npcs_01.dds - The remainder of Maplecrest's NPCsįirst off, we'll want to remove some of the NPCs. ![]() maple2.dds - Part of Maplecrest's road and grassy knoll.maple.dds - The bulk of Maplecrest's scenery, skybox, some NPCs.These files are the textures for everything in every stage floors, backdrops, skyboxes, NPCs, everything. Navigate into the levels-textures folder you just created until you come across a bunch of DDS files. This guide will assume you're using Photoshop for the job, which has built-in support for the DDS files that Skullgirls uses. Now that we've unpacked levels-textures.gfs, we can edit Maplecrest's texture files. If you need to pack folders back into GFS files to test anything, skip forward to Packing. You can do this with any GFS file, and it's the crucial first step to modding Skullgirls. SkullMod will unpack the contents of levels-textures.gfs into a folder in the directory that levels-textures.gfs is located in. Drag levels-textures.gfs into the drag-and-drop box, and click Unpack. Click gfsEdit, and select the Unpack tab. SkullMod can unpack GFS files so that you can view and edit their raw contents. ![]() Let's dig in it's time to open SkullMod.bat. These files comprise the bulk of Skullgirls' data, and they're what SkullMod is made to edit! Stage textures are kept in levels-textures.gfs, our first target. Navigate to C:Program Files/Steam/steamapps/common/Skullgirls/data01, and you'll find a bunch of GFS files. It's a bright and colorful stage, so let's turn a 180 and make it into a moody night stage Slumbercrest!īefore anything else, we'll need to gain access to Maplecrest's texture files. This is Maplecrest! It's the stage that we're gonna be working with for this guide.
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