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[Tool] Character Designer v1.1.0b [Tool] Character Designer v1.1.0b

A nice little tool that allows you to combine and layer different apparel for custom pc-male and pc-female sprite sheets.
Comes packaged with over 140 unique default sprites for designing your dream character.

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.

Menu:


Instructions:
  • 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. As of 1.1.0, you may also use the save, and save as buttons.

    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).

    Right click options:
    • Update Sprites: Checks the github's default sprite list for updates/new additions to the default sprites folder.
    • Goto home thread: Opens default web browser to this thread's page.
    • Goto fandom: Disabled for now.
    • Message developer: Opens default web browser to send a PM to @Night
    • Compiled BG Color: Allows you to set BG color of sprite sheet.

  • 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:

    Filename.png=(NameOfItem,Layer,Type,Material,Varient)

    note: as of 1.1.0, the beginning of the file name is a reference to its items, IE: Male_base, will only use Male_ labeled parts, where as Female_base, will only use Female_ labeled parts.

    The "Layer" parameter for configuration must be set to one of the following:
    Quote
    "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:
  • Complete layer saving/loading
  • Bug fix for cropping height on bases with varying heights
  • Community contributions to the default sprite sheets, possible reorganization of file management system if sheets are plentiful.
Version History:
  • v1.1.0b 5/24/21 - Updated image hosting URL, hopefully more reliable than fandom.
  • v1.1.0 10/30/20 - Lots of new sprite's added and updated, Female base added, added right click options (update sprites, sheet background color, etc), added save and save as for compiled sheets, upgraded selection filtration for bases and their counterparts
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:
https://steamcommunity.com/id/Nightipoo/

Fandom homepage: URWCharacterDesigner Wiki

Download attached to thread.
(Only registered viewers may see downloads)

Credits:
   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<

October 13, 2020, 06:58:31 AM
1
Re: Potential bug with Njerpez "Raids" First, to answer your question:

Quote
Please tell me if villagers are supposed to be hostile towards Njerpez, or I was just doing something wrong.

Yes, villagers are supposed to be hostile towards Njerpez. Or more precisely, they are supposed to protect their settlements from the Njerpez.
But all in all, they shouldn't ignore the raiders entering their property - but they should fight back.

So there's something here that doesn't quite match.

Quote
5. Dog and Njerpez ran in house, but the women who were sleeping woke up. Even though the dog was definitely Njerpez, as well as the Njerpez in front of me attacking me, the women just went back to sleep without attacking.

Villagers don't consider dogs their enemies, unless the dogs behave like that towards them. But as for the woman going to sleep right away, even though there's enemy and combat situation going on next to her ... that's a bit weird and ignorant. Only explanation I could think of would be that she was really dead tired, and couldn't help passing out immediately.  Now I don't know how many turns she slept before your character died... but if it lasted for a long time she should still have woken back up and join the fight.

Quote
3. Proceeded to chase Njerpez raider, but a Kaumo peasant attacked me. He ceased his attacks a short while later saying "There! Will you behave now?" or something similar.

This part is also a bit weird. The peasant's line is something the villagers say when the character has been attacking or harrassing them. But this shoudn't happen if only the raiders were attacked. If you had accidentally attacked one of the villagers that might explain this, and maybe even also the latter morale confusion the sleepy village woman was experiencing.
Even if the character died, there should be msglog.txt in their ANCESTORS/ folder. If you could dig that out I'd be happy to read in detail about how the events went. And maybe to get on track with the possible issues then.

November 01, 2024, 01:33:42 PM
1
Re: Custom Tiles not showing (FIXED) You can use F9 ingame to reload truetile files for easier testing purposes.
September 09, 2025, 02:07:36 AM
1
Re: [Fixed - 3.86] New submenus in menudef_ fail to display diy_ recipes
Greetings! Is this still broken? It seems to still be an issue, since my BAC submenus dont display anything, and my custom submenus dont either. Im on windows playing on version 3.86.1.

I tried the fix using mod_ and it was functional, but without it it showed nothing.

Yes it's still broken, the bug persists in current version 3.86.1.

September 09, 2025, 10:07:42 AM
1
Re: Is it possible to create recipes that create 2 objects? Modding doesn’t allow for that, only hardcoded recipes (cutting a log of trunk and so on) have multiple outputs.

For your Njerpez skull recipe, you could do same as most carcass handling ones do: don’t remove the carcass/remains. Don’t run the recipe more than once per remains.

September 10, 2025, 03:59:33 AM
1
Re: Is it possible to create recipes that create 2 objects? If you mess w/ memory hacking at all you can program the behaviors yourself. For example, I've made a working prototype for item containers, recipes you can 'learn' and recipes that are only available to use when a certain NPC is within range.

heres a video of the container prototype:

https://www.youtube.com/watch?v=rQQu_Ndc1kc

from my original thread:

September 13, 2025, 08:06:52 PM
1