Mega Man 8-bit Deathmatch > Tutorial Collection

[RESOURCE] Skin Generator for MM8BDM

(1/1)

Trillster:
So I think it's pretty easy to say that going from spritesheet to skin file can be quite tedious and annoying. It requires you remembering the rotational numbers while also manually renaming each and every file. I wanted to change that, so here we are.

This resource works best if you've already got a general idea of how the skin creation process works and it'll still require you to have SLADE 3 for setting a skin's offsets, so be sure to check out the original skin tutorial found here, https://cutstuff.net/forum/index.php?topic=10931.0

MM8BDM Skin Generator

In general, this resource allows you to unpack a spritesheet using Alferd Spritesheet Unpacker in the correct order into the INPUT folder. It provides support for 1, 5, and 8 rotation skins with template files provided for each to show how best to format your spritesheet for this resource. You can then use the Skin Generator to automatically rename the sprites and pack them into a pk3 file with a properly defined SKININFO file. At that point, all that's left for you to do is to do the offsets for the skin, but as you'll see in the showcase below, even that can be automated rather quickly.

(click to show/hide)
(click to show/hide)Best used with use of Alferd Spritesheet Unpacker (ASU) to unpack a spritesheet into the INPUT folder.

Make sure to use ASU to export the sprites in the proper order, which can be shown in various TEMPLATE images.
Select the images starting from the top left and selecting the images going towards the right. Move down to the
next row and start again at the left upon reaching the end of the row. The Select All tool has potential to
output the sprites in an incorrect order, so be sure to check the order if you do decide to use it.

In doing so, make sure to include every frame on your spritesheet, even duplicate ones. This is important
to make sure that the naming of your skin frames is properly ordered.

Then run the Skin Generator.exe and fill in the information. It will generate a pk3 with your sprites
renamed and properly put into a file with SKININFO. This pk3 can be found in the OUTPUT folder.

You will still need SLADE to open up the pk3 and finish the offsets for the skin, however.

Credits to Russel for usage of his Doom Archive Manager

For any troubles or inquiries, contact me at Trillster#2887 on Discord!

Download Here!

Allanx:
i needed this

LlamaHombre:
Fascinating! This was my least favorite part about skinning by far to the point where it outweighed any fun of actually spriting. I'll look into it next time I can.

Navigation

[0] Message Index

Go to full version