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Mod Releases / [Tool] Character Designer 1.0.0
« on: October 13, 2020, 06:58:31 AM »
[Tool] Character Designer v1.0.0

A nice little tool that allows you to combine and layer different apparel for custom pc-male and pc-female sprite sheets.

Created by myself and @Krutzelpuntz who provided some amazing 8 direction sprites for this project, as well as testing for bugs and providing great feedback. Major props to him for his amazing work.


  • Using the tool:
    By default, there are a variety of apparel items included in the tool for use, to begin start with a "Base" as your first layer. This layer represents your characters body, and should always be on the bottom of the list.

    Each layer type will contain apparel that you'll find on that particular layer:
    Spoiler: show

    When you're finished selecting what you'd like to add, click the add item button and it will add it to the list of layers on the left, where you can then move it on-top of or below other layers of apparel.

    The sprite sheet itself is automatically saved to the tools running directory as "TempSpriteSheet.png", you will need to rename this to "pc-male.png" or "pc-female.png" (depending on your characters gender), and then overwrite the original file in your UnRealWorld\truetile folder with the file generated by the program.

    A couple of additional notes on check box options:
    • 8-Directional: Designates weather or not to generate the sprite sheet as 8-directions or 2. 8-Directional assets automatically generate 2-directional ones when this in unchecked. (meaning you can still use 8-directional sprites in 2-direction characters)
    • Add Fallen: Automatically generates the fallen pose for the sprite sheet.
    • Add Wading: Automatically generates the wading deep and shallow pose for the sprite sheet.
    • Add All 2Dir: Automatically generates a 2-directional sprite sheet from single 64x64 images (Not yet functional, fairly easy to add just lazy).

  • Adding new apparel to the tool:
    Adding new items for the tool to use requires only a small bit of configuration once you have the sprite you'd like to include. To begin, start by moving your new item to the "Sprites" folder, located in the tool's folder/directory. If you'd like, rename the file to something easier to organize amongst the rest of the sprites, otherwise continue on to the next step by opening Config.txt located in the tool's folder/directory.
    In the configuration file, you can scroll down to the section labeled [Sprites] (or just use cntl+F), where you'll be able to see the configuration data for the default sprites already included, to add your new sprite, simply label it in a similar fashion for example:

    My_Chestarmor_Blue.png=(Blue Scaled Armor,Chest,Scaled Armor,Iron,Blue)

    the format of this example being:


    The "Layer" parameter for configuration must be set to one of the following:
    "Base", "Head", "Face", "Hands", "Arms", "Chest", "Waist", "Legs", "Feet", "Hair", "Beard"

    When you have your file in the sprites folder, and the configuration setup properly, save the config file and start/restart the tool and your sprite should now be loaded and ready to use.

Future goals:
  • Save/load features
  • Small fix's and improvements
  • Generation for NPC's, animals, possibly more.
Version History:
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:

Download attached to thread.

   Night - Creator/Programming.
   Krutzelpuntz - Creator/8-Directional sprites, testing, constructive feedback.
   Enormous Elk - Unreal world.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

>Source for study<

Gameplay questions / Quick question
« on: July 12, 2020, 05:13:14 AM »
Was glancing at some text I usually never read and was wondering what this is reffering to:

Is this an indicator of your current progress/xp towards the next level?

Thought up a way to do modding w/ file editing via HTML 5 & javascript, does anyone have interest in this sort of thing? Would be able to (probably) edit character stats, inventory, item data, map data, etc. Would be mostly intended for users not using Windows, as most of my windows based projects will be the basis of anything I'd be adding to this.

Gameplay questions / [Question] Max item limit per map tile?
« on: April 15, 2020, 04:55:41 AM »
Just wondering if anyone knows roughly how many items can be placed within a single area, as I've read earlier there is infact such a limit.

Modding / Generated map image
« on: March 23, 2020, 02:40:17 PM »
Just wanted to share this, was able to generate an image of the game map from data and save it to file, kind of neat to look at.

Landmark key:

TileID | Name |   Color
239 | Village |   Yellow
211 | Settlement |   Light Purple
210 | Fortified Village |   Red
86 | Settlement (2) |   Magenta
31 | Shelter |   Pale Mint
30 | Camp |   Orange-red
60 | Cave |   Brown

Warning: Map is 3073x2049 in size, hold shift to scroll left to right.
Spoiler: show

Mod Releases / [3.62] [3.61] URWExternalMap v1.0.0
« on: February 13, 2020, 01:32:14 PM »
[3.62] [3.61] URWExternalMap v1.0.0

External window that screenshots URW's map and displays it in a resizable window.

Spoiler: Dual-monitor • show

  • F1: Toggles rendering loop (stop/start taking screenshots of the map)
  • F2: Toggles math for logical resizing. (Also read from Config.txt, you can set it up there as well).
  • F3: Toggles topmost (makes the window always display on top)
  • F11: Fullscreen windowed mode
  • * Note: the games hotkeys (arrow keys, map zoom, etc) must be activated on the game window, not the map window.

Version History:
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:

Download attached to thread.

   Night - Creator/Programming.
   Stefan - Requesting/suggesting the idea.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

Modding / [Asset] 2.5d 8-Direction character base
« on: February 02, 2020, 07:43:14 PM »
Hello all. Uploading my character sprite base here for anyone who would like to use it. Eventually I will be incorporating this into a mod to make modular clothing/armor graphics appear when equipped.

Note: I have not added the prone or swimming base to this yet.

Example of modular wearables:

Not bugs / [3.61, Windows] Mod file reading, minor bug
« on: February 01, 2020, 11:00:14 AM »
When mod files are read, partial cropping of the name occurs when using [] in the name.

[NAME:[New container]]


Not really an essential fix as ill just use another naming convention, but I thought I'd mention it.

Modding / [WIP] Night's GFX Overhaul
« on: January 29, 2020, 10:59:29 AM »
Started doing a GFX overhaul, just thought I'd share a screenshot of my progress (maybe more later) and get some feedback ^^.

Bug reports / [3.61, Windows] F9 Crashing
« on: January 29, 2020, 08:33:08 AM »
Was using F9 hotkey to see how my tiles look, and one of the times it reloaded it looked to load only part of the images and not the rest, then proceeded to crash the game.


Not bugs / [Not a bug - 3.61, Windows] Injury related bug
« on: January 27, 2020, 02:04:50 PM »
Just messing with data, not sure if this would ever occur in game, but when an injuries location is not a valid location the game will crash. Let me know if you care about these sorts of "bugs" for future reporting reference.

Screenshot of values 1-18, injury location value of 19 results in the game crashing:

Mark as not a bug if you want me to ignore reporting these kind of things, thought it might be relevant though as it seems a lot of other areas have error handling.

Doing some mod work and it seems that after villagers calm down after a players aggressive actions, the dogs owned by the village continue attacking. Doesn't seem intentional.

Occurs after villager has asked if I've had enough and goes back to being friendly.

Suggestions / [Suggestion] Metric measurements
« on: January 08, 2020, 05:54:58 AM »

Quote from: Porgnar
Measurement System


I have recently began to play the game, I tried out the free old version, fell in love with it, and rushed to buy the steam release as soon as I could. Thus far I have really been enjoying the game, but sadly for me the imperial measurement system says nothing. At the character generation I can see that they give me the numbers in metric too, but during gameplay I really cannot imagine what 1lb meat is, how much should I beleive I ate to be full? It is not a major problem, I'd just like there to be an option to use the metric system ingame.

If there is and I was just ♥♥♥♥♥♥♥♥ and couldn't find it could anyone point me to where I can properly change the setting?

If not are there any potential mods for this?

Thank you for taking the time to read this, and answering!

Modding / URW Modding Discord
« on: December 19, 2019, 05:56:35 PM »
Made this a little while ago, feel free to join. Just a little place for people to chat about modding and maybe coordinating on some collaborative efforts.

Bug reports / [3.61] GFX Bug on skill encyclopedia
« on: December 19, 2019, 02:54:12 PM »
I reported this last version for the increasing skill point glitch, but I think you may have overlooked it. Just a minor bug: - Regular - After 3 "-" keys - After 6 "-" keys

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