How to create character in srb2

How to create character in srb2

Custom character tutorial/Sprites

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Please help the Wiki by correcting or removing any misinformation, as well as adding any new information to the page.

A custom character consists of a series of sprites that make up the visual design of the character itself in-game. Through an abridged naming system for sprites, it is possible to create a complete character with only around 177 sprites on average. This chapter gives an overview of how a character’s sprites are created and added to the character’s WAD or PK3 file. Note that this tutorial only covers the technical aspects of sprite creation; it will not teach you how to make good sprites.

Contents

Creating sprites

Spriting a character is the hardest and most tedious task that you will face when creating a custom character for SRB2. It is also a very time-consuming process – it is not uncommon for this part of creating your character to take months to complete.

Recommended programs

The following is a selection of graphics editing programs available that you can use to create your character’s sprites with:

Technical information

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The usual dimensions (image size) of a sprite for a character are 70×70 pixels, with the actual character size being roughly 40×63 (Sonic’s size).

Cyan (palette color #255) is commonly used as a background color for sprites – this is because lump editors such as XWE automatically convert all instances of cyan to transparent pixels when sprites are loaded. However, SLADE does not do this unless it is specified to do so.

To allow your character to switch skin colors, the parts of your character that you want to change color in each sprite should all use a specific range of colors in the palette. This should be a range of colors that aren’t used by body parts or clothes that you don’t want to change color, and one that allows your character to look correct in the skin color you want your character to use in Single Player (as well as in other skin colors, if possible).

For instance, the main color of all of Sonic, Tails’ and Knuckles’ sprites is green (or palette colors #96 through #111) rather than blue, orange or red, respectively. This green range is also the one most commonly used by custom characters, as it is considered the easiest color range to work with. If you don’t want your character to use this range of colors, use the startcolor parameter in the character’s S_SKIN lump to choose a different range of colors to work with. Note that this will always be a range of 16 colors, with startcolor determining the first color in the range.

The prefcolor parameter is then used to determine the default skin color used by your character in Single Player. Ideally, you should test out how your character’s sprites appear in this skin color for best results. Refer to the previous chapter of the tutorial for more details on setting up your character’s skin color in the S_SKIN lump.

Keep in mind that the actual size of the sprite file does not matter, as the sprite offsets can be modified in your chosen lump editor. What actually matters is the size of the character minus the transparent (or cyan) pixels.

Importing sprites

Once you have created your character’s sprites (or at least a portion of them), you now need to add them to the WAD or PK3 file containing your character’s lumps. This section explains how to import your sprites and how to name the lumps within the WAD or PK3 file.

SLADE

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To import the images for your character in a blank WAD or PK3 file, click Archive → Import Files in the menu bar, browse to the folder where your images are located, select them and hit enter. If you are importing sprites into a file already containing placeholder sprites, you can alternatively replace them directly one-by-one by clicking Entry → Import; this will directly replace the lump for the old sprite with your imported sprite.

If your sprites are drawn on a colored background you will need to remove the background. This can be done with the «Convert Graphic» tool. Select all imported lumps at once, right-click on them, and select «Gfx» → «Convert to. » The conversion window will pop up. You may select either «Doom Gfx (Paletted)» or «PNG (Truecolor)» as the format to convert to and make sure SRB2’s palette (which should be «Existing/Global» if you have set up srb2.pk3 as your Base Resource, otherwise use «Sonic Robo Blast 2») is selected. Select «Enable Transparency» and choose «Transparent Color:». If you are using a color other than cyan as the background colour, you will need to click on the colored square to enter the desired background color. Press Convert All to process all the images at once.

If it is necessary to rename the lumps to follow the sprite naming format, right-click on them and click Rename Entry. If multiple sprite lumps are being renamed at once, the text characters that differ between them will be given as asterisks ( * ) in the «Rename» window that pops up. For instance, PLAYA1 and PLAYA5 will appear as PLAYA* ; lump selections such as PLAYA1 and PLAYA2A8 will appear as PLAYA*** in the «Rename» window. Note: From SLADE v3.1.1 onwards, sprites for the ^ frame cannot be mass-renamed, as SLADE uses carets ( ^ ) as part of its extra formatting features for renaming multiple sprite lumps at once. These sprites must be renamed individually instead.

If your S_SKIN lump is not already present in your WAD or PK3 file, but is ready to be added at this stage, you can import it here too – click Entry → Move Up (shortcut: Ctrl+U) to push up the position of the S_SKIN lump until it is immediately above the first sprite.

In order to import your character’s sprites into the WAD or PK3 file, you need to set up XWE to use SRB2’s palette if you haven’t already. If you don’t do this, the images will be converted into the standard Doom palette, which is different from SRB2’s palette, and their colors will be messed up as a result. This article explains how to set up the palette in XWE.

To import the images for your character in a blank WAD or PK3, Click Entry → Load in the menu bar, browse to the folder where your images are located, select them and hit enter. If you are importing sprites into a file already containing placeholder sprites, you can alternatively replace them directly one-by-one by clicking Entry → Replace; this will directly replace the lump for the old sprite with your imported sprite.

Unlike SLADE, XWE will automatically convert the images into the Doom Graphics Format, and will automatically convert all cyan pixels in them into transparent pixels as soon as the images are loaded into the file.

If it is necessary to rename the lumps to follow the sprite naming format, right-click on them and click Rename Entry. If multiple sprite lumps are being renamed at once, the text characters that differ between them will be given as asterisks ( * ) in the «Rename» window that pops up. For instance, PLAYA1 and PLAYA5 will appear as PLAYA* ; lump selections such as PLAYA1 and PLAYA2A8 will appear as PLAYA*** in the «Rename» window.

If your S_SKIN lump is not already present in your WAD or PK3 file, but is ready to be added at this stage, you can import it here too – click Entry → Move Up (shortcut: Ctrl+U) to push up the position of the S_SKIN lump until it is immediately above the first sprite.

Naming format

As with normal sprites, the condensed naming system can be used to condense 8 rotations into five sprites instead of eight. For example, the standing frame of the player would consist of the following five sprites:

However, if the frame has non-symmetrical features, using the condensed naming system will cause these features to be flipped as well. For example, if the character carried a weapon on their right hand, it would also appear on their left hand by error when the game flips the sprite, as if they were «switching hands». This problem is solved by falling back into the uncondensed naming structure for any frames where this problem occurs, i.e., SNAMA1 through SNAMA8 as eight separate sprites.

If your character appears the same from all angles for a particular frame, a single sprite can be used with a rotation of 0 (e.g., SNAMA0 ) – this means the game will use the sprite for all 8 rotations in the frame. This trick is generally used only for frames used by super transformation, death, and the Level End Sign/Extra Life Monitor icons.

Frame list

This is the full list of sprite frames that exist for all characters in SRB2. Note that you do not need to give a character all of these frames, only the frames that would be applicable to their abilities.

Custom character tutorial/Overview

SRB2 itself features six playable characters: Sonic, Tails, Knuckles, Amy Rose, Fang, and Metal Sonic. Through addon files, you can add new playable characters to the game. Internally, SRB2 calls a playable character a skin. A skin consists of a skin definition that defines the character’s stats and attributes, such as speed and special abilities, and a set of sprites that define the character’s appearance. To create a custom playable character, you must supply both of these in a WAD or PK3 file that can be added to the game, along with a few other, optional components. This chapter gives an overview of what is required for creating a custom character.

Contents

Requirements

You need the following things to create your own custom character with:

Before you start making your character, you need to decide if you want to store it in a WAD file or a PK3 file. If your character is for the latest version of SRB2, it is recommended that you use a PK3 file because it is compressed and can have folders, which makes it easier to organize your data. However, this tutorial will also cover how to store a character in a WAD file.

Contents

A custom character generally consists of three components:

Miscellaneous graphics are usually also provided for the HUD and for the character’s entry in the character select screen. Custom sounds for the character may also be provided if specified in the S_SKIN lump.

Organization

A common problem with creating custom characters is figuring out how to order all the contents of a custom character inside the WAD or PK3 file. The most important thing to note is that the S_SKIN lump must be placed immediately before the character’s sprites in the WAD or PK3 file. This is so SRB2 can detect where the sprites for a character are – if another lump is placed in-between these (e.g., the SOC lump containing the character select entry, or the marker lumps S_START or S_END ), the game will not display any of the character’s sprites in-game. This section briefly shows you how a character’s contents in a WAD or PK3 file should be laid out:

WAD files cannot have folders, so all lumps for the character are simply listed after each other. A typical WAD file for a single playable character is laid out like this:

A WAD file can also contain multiple characters. In this case, it is laid out like this:

Note that the MAINCFG lump may also be called OBJCTCFG or SOC_xxxx where xxxx is any four-letter name you want.

PK3 files allow you to organize your lumps into folders. A typical PK3 file for a single playable character is laid out like this:

A typical PK3 file containing multiple characters is laid out like this:

The character select entry can have any name you want. Most of these folders are optional and can have any name you want. However, any Lua scripts you are using must be placed in the Lua/ folder and the character select entry must be placed in the SOC/ folder – otherwise, SRB2 will not recognize them.

SRB2. Добавляем собственных персонажей.

Второй урок по реквесту Никита Чужиков, свои реквесты можете оставлять в группе вк, или в комментариях.

Для создания персонажа, нам потребуется:

Структура нашего мода для srb2 будет выглядеть так:

Создайте pk3 с этой структурой в SLADE.

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На спрайты, не обращайте внимания, их добавим позже. Теперь, пройдемся по порядку.

S_SKIN, задаем свойства персонажа.

Скопируйте данный код, к себе в S_SKIN:

Разберем эти свойства:

Узнать побольше о S_SKIN, можно на вики

Далее, импортируем спрайты.

Импорт спрайтов.

Скачайте шаблон проекта отсюда.

Достаньте спрайты персонажа с помощью SLADE. И перекиньте их в папку, в которой находится S_SKIN.

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Теперь, добавим персонажа, в меню выбора.

Добавляем персонажа в Character Select.

Перепишите этот код, в Chatacter select

Подробнее на вики.

Мод готов, осталось его запустить.

Запуск мода.

Для этого, в папке, в которой установлен SRB2, перекиньте ваш pk3 в папку addons.

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Теперь, запустите SRB2. В главном меню, нажмите addons, и выберите свой мод.

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Теперь, запустите новую игру. В списке персонажей, обнаружите своего героя.

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Странно, вместо кружки, здесь соник. Сейчас исправим.

Скачайте спрайт кружки с MEGA.

Для этого, замените в своем pk3, спрайт underProg/XTRAB0 на спрайт кружки.

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По итогу, получилось следующее.

Custom character tutorial/S_SKIN

Constructing the S_SKIN lump may be the easiest place to start when designing a custom character. If you already know how fast you want your character to run, what ability it has, how high it can jump, etc., you can start by making an S_SKIN lump to set the appropriate attributes. This chapter explains how to set up the S_SKIN lump – some parts will require you to have already created some sprites for your character, which is covered in the next chapter.

Contents

Creating the S_SKIN lump

S_SKIN ‘s placement in the WAD or PK3 file is very important: S_SKIN must be placed immediately before the character’s first sprite. The reason for this is that once SRB2 reads an S_SKIN lump, it automatically tries to look for all of the character’s sprites – in order – directly after that lump. If they’re not directly after S_SKIN and another type of lump is there instead (e.g., a SOC lump), the game will crash. Note that if want to put your character’s sprites appear between the sprite markers S_START and S_END (which is not necessary), you must place S_SKIN in-between these lumps as well; as long as S_SKIN appears directly before the first sprite, SRB2 will still recognize them as your character’s sprites.

Format

The format of text within S_SKIN is very similar to that of a SOC lump – it consists of a list of parameters and their values. Text in the S_SKIN lump is not case-sensitive, e.g., the parameter «realname» could also be written as «REALNAME», «RealName» or even «ReAlNaMe».

When placed at the start of a line, the # (number sign, or hash) symbol is used to signify the start of a comment, just as in SOCs. However, comment lines can also be started by placing two forward slashes ( // ) at the start of a line.

The following is a typical example of what an S_SKIN lump looks like:

There are many parameters that can be supplied in the S_SKIN lump; not all of them have to be supplied for a character, however. Any parameters that are left out will be set to default values. The full list of parameters is located at S_SKIN > Parameters.

Constructing the S_SKIN lump

This section explains how to create an S_SKIN lump for your custom character from scratch.

Step 1: Identification

Your character’s S_SKIN lump should start off with the following parameters, which are required for the game to identify or represent the character with:

By default, the name parameter’s value will also determine the name displayed for the character everywhere in the game. If this is not wanted – for instance, if your character’s name parameter has your username in it to prevent clashes with other custom characters – the following parameters can be used to deal with this:

If either one of the two character name parameters above is given but not the other, the game will automatically copy the value for the one you have given to the one you have not included. Neither of them are required to be unique, unlike with the name parameter.

Step 2: Statistics and abilities

Next, you should determine what statistics and abilities your character will have; these are important as they define how the character plays through levels in SRB2. At this stage it is recommended to regularly test out your custom character in-game, and experiment with different stats to find what works best for your character. If you have not yet prepared any actual sprites for your character, use placeholder sprites in the character’s WAD or PK3 file for the time being.

The following parameters should normally be set to determine the character’s speed statistics:

These parameters determine the character’s abilities:

These parameters are optional, but you can apply them to your character as well if you wish:

Step 3: Appearance

Lastly, if you have already made significant progress with your character’s sprites, you can start configuring how your character appears in the game via the S_SKIN lump. Ideally you should plan this part of the S_SKIN lump well in advance of adding the character’s sprites, so that you can design them around the expected values you will set in the character’s S_SKIN lump – this will save you from from having to make tweaks to the sprites later on.

The following parameters control how your character’s sprites appear in-game:

Step 4 (Optional): Custom sounds

As a optional feature, the S_SKIN lump also allows you to give your character custom sounds – these replace any one of a selection of existing sounds in SRB2, but will play only for your character if they originate from them. For more details on setting up custom sounds for your character, see S_SKIN > Custom sounds.

how do i make characters?

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srb2fan2

Foxfan20321

i really wanna make my overdriven metal idea but like, idk how

if anyone could teach me that would be epic

while im at it, i might aswell ask..
1 : is there a character mod maker
2 : would it be ok for me to post the beta wad/mod/addon here as just a test

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Rapidgame7

waiting for avatars to be fixed

I can’t teach you given the nature of character making, but I can point you to a direction.
The SRB2 Wiki has many articles for different aspects of SRB2 modding.
Even if slightly outdated, the character creation tutorial is still relevant.

How to create character in srb2. Смотреть фото How to create character in srb2. Смотреть картинку How to create character in srb2. Картинка про How to create character in srb2. Фото How to create character in srb2

srb2fan2

Foxfan20321

I can’t teach you given the nature of character making, but I can point you to a direction.
The SRB2 Wiki has many articles for different aspects of SRB2 modding.
Even if slightly outdated, the character creation tutorial is still relevant.

1) No, there isn’t.
There is one for SRB2Kart but only because it’s easy to create a Kart character and it doesn’t require any extra work other than sprites, name and stats. Many of the sprites a character uses are essentially mirrors or copies of one of the already drawn sprites, so.
2) I’m not very certain, but from experience, it is, provided the work you want to post is clearly not the final version. Experiments and such are welcome, but if the mod has lots of work in or you consider it done, you might want to use the submission system instead.

ill make my character mod, a LUA for metal, thanks

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