No don't! Continue to flood the topic with random edits! They are great and sustain me!I guess I'll prefer a PM here, just not to flood this topic with these random edits![]()
No don't! Continue to flood the topic with random edits! They are great and sustain me!I guess I'll prefer a PM here, just not to flood this topic with these random edits![]()
u use a especific version of unity to edit this??¿Sorry not sorry
View attachment 2339003
rockfly
I guess I'll prefer a PM here, just not to flood this topic with these random editsAs for actual redrawing I think there are still some censored sprites here and there that wasn't fixed by the uncensor which was released here for 1.0.6 if I'm not mistaken.
As for that 0.32 animation there are some good news and some bad news. The good news are I have sources for animation itself. Bad news, however:
- Assembly-Csharp.dll must be edited, so if you'll use custom mods it won't work. There are custom spine controller script which makes new sequences possible.
- I made these animation edits on a later spine version (because at the time it was less prone to crashes), which sometimes cause issues for animation itself - Dlis use a lot of 'bone constraints' which works as intended for version 3.4.02 but not correctly in others. Most notable issues are incorrect leg/chain movements.
- I used wrong spine settings in the past for my edits (lack of knowledge on my side) so I might even need to redo these edits with correct settings on 3.4.02. Much fun, not a lot of time to spare. 'Sigh'.
I'll check some stuff about it later and maybe I'll share spine and code as is, so people can use it for 'future ports' if needed.
You are in the presence of one of the few people if not the only one other than the developer who knows how to edit this perfectly.damn stop all your bullshit !
I'm starting to believe that Aradia has small breasts![]()
Ranch is the best place in the game imo and these edits give me hope of what's to come for this game from this community also idk why but i like the milk machine things on them
You know, as ridiculous as it may sound, Suzune's tits are 200% here. Enlarging Aradia's more than that simply won't fit the scene. Also, for some reason Aradia's artwork got her breasts stucked in milk machine. Suzune's tits and milk machine drawn separately. I'm not good at redrawing sprites, but if anyone want to take a look, check the attachments down below.
I love you.It's edited in a standalone Spine (editor). I have a licensed version, so I can't tell you much about cracked versions. Someone mentioned they found cracked version 3.8.75, which should work fine for import/export, although I already mentioned most graphics data for Night of Revenge was generated in 3.4.02 which is quite outdated/buggy, but newer versions have some bugs in some animations.
Latest releases of UABEA (You must be registered to see the links) should be able to handle asset import/export without issues.
NoR use a 'simple' data storage for animations: .json (skeleton), .atlas and .png(s) which contains sprite data packed with a spine into sprite sheets. To load it into spine editor you need to load, in this order:
- import data from .json file
- locate its .png(s)
- Use texture unpacker to unpack these .png files into individual sprites. (The archives I uploaded already have these unpacked, so you won't need to worry about it)
There are more specific steps. Like I said, each developer use their methods to handle the data. So it's all trial and errors for us, I guess. I'll attach unpacked Farm CG and Minotaur animation sources to this post so you can see how it looks like 'under the hood' and you won't need to unpack original sprite sheets for these. As I final note for these: SELECT SKINS (Normal or Jigo) otherwise it won't load a good chunk of sprites.
View attachment 2339548
Anvenjade
- even less how to put it back into the game modified like your famous little mod.
Oh, that's actually a harder process. I mentioned you'll need to manually edit and write your own spine controller script in Assembly-Sharp.dll
I made it harder on myself because I added more sequences to a predefined data.
If it's edited on 'existing' data slots, like these latest edits I posted recently - it don't require edits to Assembly-Sharp.dll either.
Explaining how everything works and how to use tools is something like this: I can give you some directions and assets, but you'll have to figure out the rest of it yourself (especially Spine editor)
View attachment 2339579
Bless you. I'll try some things on my own before asking for more directions.It's edited in a standalone Spine (editor). I have a licensed version, so I can't tell you much about cracked versions. Someone mentioned they found cracked version 3.8.75, which should work fine for import/export, although I already mentioned most graphics data for Night of Revenge was generated in 3.4.02 which is quite outdated/buggy, but newer versions have some bugs in some animations.
Latest releases of UABEA (You must be registered to see the links) should be able to handle asset import/export without issues.
NoR use a 'simple' data storage for animations: .json (skeleton), .atlas and .png(s) which contains sprite data packed with a spine into sprite sheets. To load it into spine editor you need to load, in this order:
- import data from .json file
- locate its .png(s)
- Use texture unpacker to unpack these .png files into individual sprites. (The archives I uploaded already have these unpacked, so you won't need to worry about it)
There are more specific steps. Like I said, each developer use their methods to handle the data. So it's all trial and errors for us, I guess. I'll attach unpacked Farm CG and Minotaur animation sources to this post so you can see how it looks like 'under the hood' and you won't need to unpack original sprite sheets for these. As I final note for these: SELECT SKINS (Normal or Jigo) otherwise it won't load a good chunk of sprites.
View attachment 2339548
Anvenjade
- even less how to put it back into the game modified like your famous little mod.
Oh, that's actually a harder process. I mentioned you'll need to manually edit and write your own spine controller script in Assembly-Sharp.dll
I made it harder on myself because I added more sequences to a predefined data.
If it's edited on 'existing' data slots, like these latest edits I posted recently - it don't require edits to Assembly-Sharp.dll either.
Explaining how everything works and how to use tools is something like this: I can give you some directions and assets, but you'll have to figure out the rest of it yourself (especially Spine editor)
View attachment 2339579
- What spine version do you use?How do i fix this?, my spine config is fucked up i think
Select a bone. Then select Scale function. To enlarge her breasts for this particular scene you'll need to scale "R_tits" and "L_tits" bone. Take a note - one time edits works on a Setup screen, while Animation stage requires setting up keys for all changes you made into the timeline.Nice i figured out how it works now how i eddit the sizes?
If you didn't changed graphics adding new sprites, you don't even need to generate .atlas file and a new .png file(s).What do i do with those?