![]() ![]() It would be quite a tedious undertaking, to say the least. Now envision that process for every tile in the game. xml files, not too difficult to edit) and change them manually. Changing the actual colors used for the that object/creature's sprites is done through code, so you'd need to then find where those values are set (probably in one of the. GitHub - 1IlIlI1/Caves-of-Qud-Mod-Water-Container-Variations: Caves of Qud mod, based on Angry Statics, and then Cantorsdusts mods of More Water Containers. So replacing a snapjaw's tile for instance, would not be as simple as crushing down a picture of a hyena to the given tile resolution, you'd need to figure out which parts of the image you want to be the primary color, secondary color, and I believe there is also a detail color for minute changes, essentially 3 different images for one sprite. The separate layers allow for the game to color each piece uniquely dependent on in-game effects. The locations of Caves of Qud files are different for each platform. Was that ever addressed and thus should be safer to make sprite packs, or am I misremembering some details? Based on my limited experience modding the game, character/object sprites are a combination of black and white png's that form a full sprite. Makes sense, can't say I've ever seen CDDA have as many unique tiles by comparison.īy the way, I think it was you that mentioned tiles being designed oddly which made the Chesthole texture pack volatile to use. ![]()
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