Krongorka

Active Member
Sep 22, 2017
852
2,752
Come on dev, you know the good stuff like long legs and high heels. You gotta add fishnet stockings already.The closet is too empty.:whistle:
Current Spine body file already consists of 12 atlas PNG's of various resolution (it's a lot actually) for body sprites and clothes. I'm assuming they won't really bother with it unless they'll announce post-release DLC.
 

sweetit

Member
Aug 17, 2020
381
411
Current Spine body file already consists of 12 atlas PNG's of various resolution (it's a lot actually) for body sprites and clothes. I'm assuming they won't really bother with it unless they'll announce post-release DLC.
Mods go brrrr
 
Sep 22, 2024
25
29
Don’t you guys find her legs deformed when she is barefoot and attacking
No? Even if it is I'm guessing my brain's just filtering it out since its supposed to be an animation, and limbs deforming to form an image of an action when said action is supposedly fast is par for the course.

Tho it is possible it gets more deformed than it should since she used to walk with her toes while barefoot.
 

90o-o09

Member
Jun 27, 2018
187
146
Hi, I am trying to uncensor the bits on the stats window, but those assets were removed by the server, could you please reupload those in to a different server? thanks a lot!
can you suggest me any? i have been looking for a good host but 99% of em costs money
 
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destroyerwin

New Member
Jul 5, 2020
5
0
Just curious, does anyone have fun playing with that Flamberge heavy sword? As I see it by default, it's another case of "Default weapon does most of things better/Heavy weapon is implemented for the sake of difficulty only".

I noticed it often skips hits while in block and I believe it's caused both by collision detection and some input code.

So I tweaked block collision box and improved "perfect block" reaction time starting with the first frame of blocking (instead of 5th frame window).
This makes an awesome synergy with Alchemy upgrade which increase max HP by 1 each time you kill any enemy after a perfect block/following counter-strike:

View attachment 4100068

Take a note that it's mostly useful on some enemies: Green Goblins, Slugs/Small Green Slugs (both with caution), dogs. It's best to lure them into a group and take out with an upgraded counter-strike at once.

It's useless on projectiles (I think) and fast moving enemies can be countered if they do normal hits/not grabs, but it does have issues with hitboxes in general. I'd recommend it with second Alchemy upgrade and electic combo builds for crowd control and distant hits.

View attachment 4100094
















In the end, this synergy allows you to build a powerful attack stat with very high HP limit... depending on your reaction with blocking.
View attachment 4100073

Mod is in attached section, for 0.6.5 ONLY
Can you also do the same for dash/dodge?
 

40C72

Member
Nov 8, 2021
141
442
not really likely / SoonTM
the dev's main priority now is a working game first so extra like gallery (though very important to H game) will be more likely to be implemented in the last updates before released
Some time ago I started a rudimentary "gallery" mod that worked by simply spawning in the selected enemy and forcing the h-event
Thing is I never got around to hooking it up to a UI and since it's been several versions since then so I wouldn't be surprised if it outright didn't work anymore, and between work and other projects it's not the highest priority for me

Point being it's also a Soon(TM) thing. Best bet is the animation archive that's floating around somewhere
 
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justjakka

Member
Jul 22, 2018
106
200
TUTORIAL FOR EDITING TEXTURES / Modding
ill give everyone a tutorial but please when you do it share your work to others that are here.
1) download AssetStudioGUI (better for previewing images than UABEA)
2) open the files which contain CG ThornSin\ThornSin_Data\StreamingAssets\aa\StandaloneWindows64 (for shop cg i used to open cg_assets_all.bundle file)
3) filter only the texture2D files and export only filtered files to a folder
4) use any software to paint or whatever to change the extracted pic
5) for the replace of the texture download UABEAvalonia, press info to the selected file, find the exact CG, - go to plugins and choose to replace the original image for your edited one, press save and its done.
also you can watch this tutorial
if anyone makes a better variation of the footjob you have my thanks.
talking about unity asset unpackers, what about AssetRipper? it is open source and currently maintained
AssetStudio is kind of old and archived
 

Krongorka

Active Member
Sep 22, 2017
852
2,752
talking about unity asset unpackers, what about AssetRipper? it is open source and currently maintained
AssetStudio is kind of old and archived
UABEA is what you'll need most of the time for Unity titles. AssetRipper is a bit overkill and it's for deeper kind of disassembly, not repacking. UABEA can unpack and repack stuff you edit back into the game files. So grab "seventh stable" release of it from .
Another good tool is UnityEx, but it has free version and payed version functionality differences (it can pack textures into .resS files, which prevents bloating filesize for edited textures, but it's nuanced), so I probably won't recommend it that much for such tasks.
 
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justjakka

Member
Jul 22, 2018
106
200
UABEA is what you'll need most of the time for Unity titles. AssetRipper is a bit overkill and it's for deeper kind of disassembly, not repacking. UABEA can unpack and repack stuff you edit back into the game files. So grab "seventh stable" release of it from .
Another good tool is UnityEx, but it has free version and payed version functionality differences (it can pack textures into .resS files, which prevents bloating filesize for edited textures, but it's nuanced), so I probably won't recommend it that much for such tasks.
wouldnt ever run unityex on bare metal
my point is AssetStudio is too old. the latest commit before it was archived is older than unitys engine ver that was used to build this game.

also a bit unrelated, do you have a guide how to load assets to spine from exported unity project (ik youve said previously an up to date spine ver is needed, still want to try it)
 

90o-o09

Member
Jun 27, 2018
187
146
talking about unity asset unpackers, what about AssetRipper? it is open source and currently maintained
AssetStudio is kind of old and archived
you can do it with uabe as well easily, its just it lets you preview easily. just extract through plugins via uabe
 

Krongorka

Active Member
Sep 22, 2017
852
2,752
wouldnt ever run unityex on bare metal
my point is AssetStudio is too old. the latest commit before it was archived is older than unitys engine ver that was used to build this game.

also a bit unrelated, do you have a guide how to load assets to spine from exported unity project (ik youve said previously an up to date spine ver is needed, still want to try it)
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.
 
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