Editing monsters: Difference between revisions
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Here is a simple color alteration of goblin's palette: | Here is a simple color alteration of goblin's palette: | ||
https://www.youtube.com/watch?v= | {{#evu:https://www.youtube.com/watch?v=2zEUb6p2ktY | ||
}} | |||
The result: | The result: | ||
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==Replacing the existing palette== | ==Replacing the existing palette== | ||
Prior to replacing the palette file rename it | Prior to replacing the palette file rename it like that: "PAL" + palette index. And remove the .BMP extension from the end of the filename. In that case the name should be "PAL225" | ||
[[File:NewFilename_1.png]] | [[File:NewFilename_1.png]] | ||
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[[File:MM6UpdatedGoblins_1.png]] | [[File:MM6UpdatedGoblins_1.png]] | ||
=Rescaling= | |||
With MM8LevelEditor go to: | |||
<code>'''icons.lod → [[DSFT.BIN]] → Sprite sets'''</code> | |||
Here you need to find the sets the sprites of the monster you want to change are assigned to. Each tier of monster has multiple sets for each state (attacking, moving, idling and etc). | |||
''A very easy way to distinguish sets/tiers is to check whether palette changed or not, usually the whole set uses 1 palette for everything so the number is not changing until the next actor. (palette numbers can be found in the 6th column).'' | |||
The 2nd column allows you to change the scale of the frame. 0 is unchanged (initial scale from resolution). You will need to change the scale parameter for every frame/set assigned to the tier for monster to change the scale. (try 10, it will make them very big). The idea is that you have control over every frame of the animation, which makes global changes a bit tedious to make but that's how it is. | |||
When finished changing values do: | |||
<code>'''Import → Quick-append currently-displayed resource'''</code> | |||
That will save the changes. | |||
[[File:GoblinsUpscaled.png]] | |||
''Tier 1 goblins with scale parameter: 10.'' | |||
[[Category:Modding]] | [[Category:Modding]] |
Latest revision as of 13:58, 7 April 2019
Recoloring
Palette Translation
Extract a sprite of the monster you want to recolor. One of the best tools to alter palettes is GrafX2. Load up the image and press "PAL" button, here you can alter the palette of an indexed image. When finished submit the changes and save the result as a .BMP file. You need to keep the first color unchanged.
Here is a simple color alteration of goblin's palette:
The result:
Getting palette index
Now we need to figure out what palette the original sprite is assigned to. To do that check out DSFT.BIN page. There find the name of the sprite you were altering and look at the number in the "palette" column".
According to it tier 1 Goblin is using palette #225. Right now I will change only tier 1, so now we know that we need to replace palette #225 to alter that version's appearance.
Replacing the existing palette
Prior to replacing the palette file rename it like that: "PAL" + palette index. And remove the .BMP extension from the end of the filename. In that case the name should be "PAL225"
Now add the file to BITMAPS.LOD with MMArchive and check out the result!
Rescaling
With MM8LevelEditor go to:
icons.lod → DSFT.BIN → Sprite sets
Here you need to find the sets the sprites of the monster you want to change are assigned to. Each tier of monster has multiple sets for each state (attacking, moving, idling and etc).
A very easy way to distinguish sets/tiers is to check whether palette changed or not, usually the whole set uses 1 palette for everything so the number is not changing until the next actor. (palette numbers can be found in the 6th column).
The 2nd column allows you to change the scale of the frame. 0 is unchanged (initial scale from resolution). You will need to change the scale parameter for every frame/set assigned to the tier for monster to change the scale. (try 10, it will make them very big). The idea is that you have control over every frame of the animation, which makes global changes a bit tedious to make but that's how it is.
When finished changing values do:
Import → Quick-append currently-displayed resource
That will save the changes.
Tier 1 goblins with scale parameter: 10.