Krongorka
Well-Known Member
- Sep 22, 2017
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Well, I'm currently using this tool set for MBM:So how difficult is it to make new animations as a mod for this game? I remember seeing something about the code being built terribly for modding and making unique girls is a pain in the ass.
- UABEA (unpacking/repacking .atlas and .skel files from .assets/bundleassets archives)
- Spine Pro (editing .skel files, creating texture atlases .png and .atlas files)
- Nvidia Texture Tools Exporter (saving texture atlases in .dds format with MIPMAP support)
- UnityEX (repacking textures in .dds format and allows for repacking in .resS unity bundles so it doesn't "bloat" file size like it does with UABEA)
- dnspyEX (editing Assembly-Csharp.dll in Managed folder, game's scripting)
Biggest problems for modding is paid Spine animation software which does require paid Pro license. Game runs on version 4.0.61 and this version wasn't cracked. If you'll find 4.1/4.2 cracked on the net - let us know. There's a 3.8.75 cracked available but it won't work with MBM.
Another problem as I can tell there's no known way to attach more bundleassets files with unique data. Even then, from my technical perspective, Unique Slaves in MBM are both bad and good.
Good: They don't bloat "common" slave models with additional data. So if you don't have them on a playfield it allows your game to work faster (less textures/calculations to handle).
Bad: If you have all unique slaves on your playfield you'll get FPS hit since they use their own data for animations/textures. Same actions - 8 times more assets to load/calculate.
Why I mentioned .dds and mipmap support? If you'll use UABEA to repack textures it will strip down mipmapping and you'll see this when you zoom out your playfield:
MIPS disabled (UABEA)
MIPS enabled (UnityEX)