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justjakka

Member
Jul 22, 2018
106
199
Like I said, I'm mostly using UABEA myself since it handles things better than older stuff.

As for loading assets in Spine. For .json animation files it's pretty straight-forward: you find "Import Data..." in menu and select the file you need.
And then there comes ThornSin's texture handling... so basically, game comes with standard resolution textures, like 512x512/1024x1024/2048x2048. But game's provided .atlas file contains original developer's asset information (original resolution, something like 5435x3414). So to unpack game's provided sprite sheets you'll need to do image scaling first to the resolution .atlas file provides. I'm using GIMP's scaling, but important note here: Set "Interpolation" to "None". It won't produce artifacts this way.
Once you upscaled all sprite sheets you can extract them with Spine's Texture Unpacker. ThornSin use Premultiplied Alpha in art, so you must check "Unpremultiply alpha" in Texture Unpacker. It's critical for correct image rendering in Spine.
After everything is done correctly you'll have scene properly loaded. After that... I'd suggest to learn how things work in editor.

As for rebuilding sprite sheet, this is the most painful part. You will have to pack sprite sheets to the same resolution which original .atlas file use and then rescale that image to original resolution it comes with the game. Any other resolution won't work. Sure, you can try to scale your new sprite sheet again, but in my experience it produce rough edges on sprites.

How game handles mismatch of .atlas information and actual texture resolution? I believe it's handled internally with some formula perhaps but I didn't figure it out.

So this is the method for texture handling some devs using (ThornSin is not the only one) and I hate it.
thanks for the guide.
ill dig around and will check whats this rescaling thing is all about.
maybe will throw together a script for automatic image processing
 
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chambam

New Member
Sep 23, 2020
13
5
having a really annoying bug where I can't navigate in game menus, like the pause menu and dresser. Can't select anything or move up and down menus
 

SomethingWithY

New Member
Sep 14, 2017
10
5
Is there no way to change the map control? I just want to swap Z and X and change the confirm button to something else. Would've made it much easier if its DS4 controllable like NoR but unfortunately it's not
 

asdfinop

New Member
Aug 3, 2019
11
1

asdfinop

New Member
Aug 3, 2019
11
1
all attack knockdown
Any way to update this with new Unity standard (without Csharp file) to replace?
Okay, here's my first edit to make the game a bit harder. Every hit evokes oestrus and knocksdown. Next I'll see if I can make enemies not flinch when hit. Put the assembly file in ThornSin_Data/Managed

Any way to update this with new Unity standard (without Csharp file) to replace?
 

Nakkub

Newbie
Feb 9, 2018
93
95
Any way to update this with new Unity standard (without Csharp file) to replace?



Any way to update this with new Unity standard (without Csharp file) to replace?
Theres a new Unity standard? I mean, I guess I could take a look, but if they encrypted the game since I made that edit, it might be a bit annoying.
 

gouhgog0

New Member
Jan 16, 2023
4
2
having a really annoying bug where I can't navigate in game menus, like the pause menu and dresser. Can't select anything or move up and down menus
It's not a bug, when you pause you navigate tabs with left/right then select with "J". Only then you can navigate the menu
 

justjakka

Member
Jul 22, 2018
106
199
Like I said, I'm mostly using UABEA myself since it handles things better than older stuff.

As for loading assets in Spine. For .json animation files it's pretty straight-forward: you find "Import Data..." in menu and select the file you need.
And then there comes ThornSin's texture handling... so basically, game comes with standard resolution textures, like 512x512/1024x1024/2048x2048. But game's provided .atlas file contains original developer's asset information (original resolution, something like 5435x3414). So to unpack game's provided sprite sheets you'll need to do image scaling first to the resolution .atlas file provides. I'm using GIMP's scaling, but important note here: Set "Interpolation" to "None". It won't produce artifacts this way.
Once you upscaled all sprite sheets you can extract them with Spine's Texture Unpacker. ThornSin use Premultiplied Alpha in art, so you must check "Unpremultiply alpha" in Texture Unpacker. It's critical for correct image rendering in Spine.
After everything is done correctly you'll have scene properly loaded. After that... I'd suggest to learn how things work in editor.

As for rebuilding sprite sheet, this is the most painful part. You will have to pack sprite sheets to the same resolution which original .atlas file use and then rescale that image to original resolution it comes with the game. Any other resolution won't work. Sure, you can try to scale your new sprite sheet again, but in my experience it produce rough edges on sprites.

How game handles mismatch of .atlas information and actual texture resolution? I believe it's handled internally with some formula perhaps but I didn't figure it out.

So this is the method for texture handling some devs using (ThornSin is not the only one) and I hate it.
can you post an example of resized texture to match the resolution in .atlas file? (along with an original one)
ratios are different, so i want to see how the image was resized so it could be opened in spine (couldnt manage to open it in the cracked ver unfortunately)
 

Krongorka

Active Member
Sep 22, 2017
842
2,716
can you post an example of resized texture to match the resolution in .atlas file?
ratios are different, so i want to see how the image was resized so it could be opened in spine (couldnt manage to open it in the cracked ver unfortunately)
Sure, I have main player file from 0.65 and original/upscaled/unpacked assets for it on hand. If you need more examples, ask away. I'll get back to it later.
Which version of cracked spine do you have? 3.8.75? I can try to make you a downgraded version of .json which might open in 3.8.75, but I can't guarantee it's stability in editor and it won't work with game (most likely).
 

justjakka

Member
Jul 22, 2018
106
199
Sure, I have main player file from 0.65 and original/upscaled/unpacked assets for it on hand. If you need more examples, ask away. I'll get back to it later.
Which version of cracked spine do you have? 3.8.75? I can try to make you a downgraded version of .json which might open in 3.8.75, but I can't guarantee it's stability in editor and it won't work with game (most likely).
well, i kind of dont care about modding the game. just wanted to finally get to know how to rip animated CGs from unity games that arent just images sequences
 

justjakka

Member
Jul 22, 2018
106
199
Sure, I have main player file from 0.65 and original/upscaled/unpacked assets for it on hand. If you need more examples, ask away. I'll get back to it later.
Which version of cracked spine do you have? 3.8.75? I can try to make you a downgraded version of .json which might open in 3.8.75, but I can't guarantee it's stability in editor and it won't work with game (most likely).
ive whipped up a sample rescaling script, can you see if can be loaded and played properly
 

Krongorka

Active Member
Sep 22, 2017
842
2,716
ive whipped up a sample rescaling script, can you see if can be loaded and played properly
It will unpack in Spine editor via extracting it with game's provided .atlas coordinates. But game requires it to have 2048x2048 resolution to load properly.
 

justjakka

Member
Jul 22, 2018
106
199
It will unpack in Spine editor via extracting it with game's provided .atlas coordinates. But game requires it to have 2048x2048 resolution to load properly.
yeah, im just testing if the resampling method ive used internally fits.
ill send the script once its done since all that needs to be done is to parse altas file
 
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justjakka

Member
Jul 22, 2018
106
199
It will unpack in Spine editor via extracting it with game's provided .atlas coordinates. But game requires it to have 2048x2048 resolution to load properly.


this should work. you upscale all files in the folder that are specified in atlas file by running
Code:
textutil upscale /path/to/file.atlas
downscaling works similar. you have all edited pngs in "resized" folder and original resolution assets in the folder above.
Code:
textutil downscale /path/to/original/assets/folder
example of folder scructure attached below (path can be relative)
1729284355795.png
 
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