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although I already mentioned most graphics data for Night of Revenge was generated in 3.4.02 which is quite outdated/buggy, but newer versions have some bugs in some animations.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 (
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) 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.
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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)
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