Nuclear throne how to change sprites

Nuclear throne how to change sprites

Nuclear throne how to change sprites

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Hello everyone! People seem to be interested in the NT discord often about editing Vanilla NT, so I decided to make a guide briefing over how to edit everything in base NT. As long as there are no mods, any edits to NT can count towards records and so on! They are pretty fun to mess around with, so I plan to share how you can edit any text in the game, any images in the game, and any pictures in the game. Hope people find this helpful!

This guide contains spoilers for all characters and areas in the game.

Make sure to back up your save file in general, but also if this is the first time editing these things, especially for sprite editing!

First, as a brief overview everything is numbered. Characters are referred to as Race and Places are referred to as Area. Here is a brief overview of how they’re numbered, which is important for Text and some Sound editing;

Races are ordered from 0 to 16. 0 is Random, 1 is Fish, 2 is Crystal, 3 is Eyes, 4 is Melting, 5 is Plant, 6 is Yung Venuz, 7 is Steroids, 8 is Robot, 9 is Chicken, 10 is Rebel, 11 is Horror, 12 is Rogue, 13 is Big Dog, 14 is Skeleton, 15 is Frog, and 16 is Cuz. Big dog is only playable on April Fools. Cuz has many in-game information related to him being a character, however he is not actually programmed in to be playable and only seems to have been planned.

Areas are numbered as well with 0 being the Campfire(where you fight Throne 2), 1 being the Desert, 2 Sewers, 3 Scrapyards, 4 Crystal Caves, 5 Frozen City, 6 Labs, and 7 being The Palace. Secret areas are numbered starting at 100 to signify being different, with 100 being the Crown Vault, 101 being the Oasis, 102 being Pizza Sewers, 103 being Y.V.’s Mansion, 104 being Cursed Crystal Caves, 105 being Jungle, 106 being IDPD HQ, and 107 being Y.V.’s crib.

Finally, there are some unused assets in the game(besides playable Cuz). There is an object called «New Cave Thing» that is an unused placeholder prop/enemy, «mine» that refers to unused mine hazards, and «big fish» that refers to an unused Oasis boss. These can be found in the text files and/or the graphic files, so be aware that these are just filler and are not actually a part of the base game, just exists in the games code!

From there you should see something resembling this:

You will see two highlighted files. lang, and lang-example. If you have not text edited yet, you will only have lang-example. What you’ll want to do is open it up(with notepad) and voila! There is all editable text in base NT.

Starting at [Tips] all the way to the end of the notepad is a list of everything that can be edited in-game. Only tips that appear can be edited. Additional ones will not appear in-game if you add new lines.

As for the tips itself, there’s a few things to note, including what all the tips are for and what what the weird extra code in the lines are.

From here everything else is all the text that can be edited in-game. It will be confusing to navigate at first but it doesn’t take long to figure out! Feel free to join the official NT discord if you have any questions though!

Adding music to the game is incredibly easy as well, however it can be frustrating when it takes time to convert so many files. Basically, you’ll want to go to your Nuclear Throne file directory and sort by file type.

You will see something like this, where each music file is an OGG. These are all tracks that can be replaced in-game. I recommend making a back-up of every vanilla song, as well as a folder with every custom song. If you ever verify your game cache these files may be replaced with the original ones.

This guide is pretty simple; you’ll want to find a song you like, whether through youtube or any other site and you’ll want a site to convert it to an OGG file(if incompatible, you may want to convert to mp3 first then convert mp3 to OGG). Once it’s converted, you’ll want to rename it exactly to what the song is called in the NT folder, and all you have to do is replace it!

Remember to scroll to the top of the guide to see what areas are labeled as what for quicker editing. Ambiance refers to areas, snd refers to all the sounds mutants make in the game, and mus refers to each area’s main music that plays. If it ends with a «b», that is the b-theme for the level, which has a very small chance of playing in an area. These are for the four bigger areas in the game that have them(desert, scrapyards, frozen city, and the palace). However HQ also has an alternative track that plays specifically for Rogue titled mus106b.

This part of the guide is pretty simple because it’s all about the manual work of just converting any music you want into an OGG file and renaming it correctly. In older videos of NT people may notice that people have edited not only the music, but the sounds. Unfortunately outside of what is in the NT folder, there is no «simple» way to edit anything else. Editing sounds is a tricky process that is beyond the scope of this guide.

This final part of the guide will be the most lengthy, and will require the most work in editing. However making custom edits of anything is worth it!

As a formal instruction I strongly urge anyone who wishes to edit their file to create a back-up of their nuclearthrone.exe file. The first time doing this it can be easy to mess up, so having an application on-hand with everything back to what it was is strongly recommended.

With paint net or another image editing software downloaded, and YYTextureView open, you should be ready! What you’ll want to do is go to the texture viewing site, and on the top left there will be a Menu! button. It should bring you to your NT directory(otherwise you’ll have to manually find it), and you can select your nuclearthrone.exe (If you have NuclearThroneTogether downloaded, do not open it then save it as the new nuclearthrone.exe or vise versa! They are different sizes and this will immensely mess up how your game looks.)

After you open your nuclearthrone.exe, there will be 6 sheets numbered 0-5 here, each with a copious amount of randomly-placed graphics. This includes everything in-game that is visible! You will then decide what you want to edit, whether how a boss looks, or your favorite character, or something else. You can switch between the sheets freely and zoom in/out to try to find what you’re looking for. You can only edit 1 sheet at a time. Once you decided on what to do, we can get started!

Step 2: editing the image

This guide will be using paint net as linked above, so follow along as best you can. Once you’ve decided on which sheet to edit first, you will want to right click it and select «Copy Image». Near the top highlighted in blue the «Save?» button will also work. Then you will want to paste/ctrl+v into your image editing program, so it will look something like this:

From here, you can freely edit any texture you want to re-color it! Do not add any additional pixels, nor delete any filler space on the ends. This is all there for a specific reason.

Remember that if you want to edit a boss or character, you will have to edit every individual frame of them, which can be a bit time-consuming. However re-coloring stuff can give NT a «fresh» feel despite being exactly the same, which is worth the trouble.

Step 3: Wrapping up

Once you have the reduced file size, you’ll want to go back to the textureviewer site you got the image from. You will want to click «Replace?» and select the newly edited file in its place! Replace? works on the current image you’re viewing, so if you refreshed or looked at a new one by chance make sure you have the appropriate number selected. After you have submitted it everything will appear to be the same, if you switch to a different numbered image and switch back the updated graphics should be showing!

From here you’ll want to click on Menu! again at the left top and «Save As». This will then save it as a nuclearthrone.exe, which you can then move to your Nuclear Throne file, replacing/deleting the original one that is in there. And voila! Anything that you have edited will now appear in the base game.

I hope this is depth enough to help anyone looking to edit their base NT! Here are a few edits to show off the fun of editing Vanilla NT:

To the left is an edit I made to Plant, using Plantera’s color palette, with it’s splash screen name and abilities name changed.

Below is a Plant edit my friend Semente made that I’m using for Plant’s A-skin; Piranha Plant style.

And to just show how ridiculous you can make things, I’ve edited Eyes to just have eyes only:

Nuclear throne how to change sprites

Somebody on the subreddit figured out how to extract the data.win file, this means you can access the sprite sheets, audio files ect.

Though there are some concerns about the legality of it. I doubt Vlambeer would be too happy about any body looking at all the spoilers in the files.

The yeti may or may not exist :^]

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You can also access code with that, this is huge!

While this allows modifications to the game to give yourself an unfair advantage in dailies, you can mod the game in so many ways with the needed knowledge. even I can do it and finally give Y.V. sunglasses!

I’m curious what Vlambo thinks about this and if they support it, yo Jee-Wee or Ramo, throw some responses in I dont want to do anything you guys dont want.

OH MAN SO MANY BUSY WEEKENDS RESPRITING STUFF

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This isnt really modding, unless you can get the edit the code from there. Maybe you can edit the sprites too? I tried data warping or whatever it’s called with audacity. Raw import the data.win and change a sound, without changing the time length or the header/footer data part of it.

edit: nevermind looks like you can edit the textures. What about game code though? That’s a biggie

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This isnt really modding, unless you can get the edit the code from there. Maybe you can edit the sprites too? I tried data warping or whatever it’s called with audacity. Raw import the data.win and change a sound, without changing the time length or the header/footer data part of it.

You can access pretty much everything if you do it right. People/I gotta experiement with that.

As the thread said, you can edit the sprites, did you read it? It even came with proof.

EDIT : THE POSSIBILITIES

♥♥♥♥ MY BRAIN CANT HANDLE EVERYTHING I CAN DO WITH THIS

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To do: JW art of hammerhead and strong spirit on in-game sprites

airhorn on all sound effects

make disks invisible

make assassin’s sleeping sprite invisible (we game devs now)

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To do: JW art of hammerhead and strong spirit on in-game sprites

airhorn on all sound effects

make disks invisible

make assassin’s sleeping sprite invisible (we game devs now)

Crown of Ghosties:

All enemies are invisible. Infinite ammo.

BTW, making enemies invisible is probably the easiest mod in the world. You literally just have to delete their sprites.

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— Make melting invisible
— Make crosshair invisible
— Make bullets invisible
— Make chests invisible
— Play crown of blood melting

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This has been possible for ages now. However the important thing to note here is that you can’t actually change the code unless (a) you know assembly and the way it interacts with Game Maker’s engine or (b) you can write a GML disassembler. Yes, it works for gimmicks like changing the sprites and sounds, but for actual code changes, you’re ♥♥♥♥ out of luck for now.

If people are however interested in it, I can open up another section on thronebutt for uploading mods. However that would require a separate program as redistributing the entire game.win (or game.unx) file is prohibited due to copyright laws.

Edit: Before people ask, assembly is a very low level language and translating from ASM to GML and back would be very time consuming. Alternative would be to reimplement the entire code file in GML, but that would either require access to original source code (at which point you might as well mod that) or a lot of trial and error.

Nuclear throne how to change sprites

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Nuclear Throne

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Something to do with the data.rar file

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Something to do with the data.rar file

I don’t have this file

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Something to do with the data.rar file

I don’t have this file

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Something to do with the data.rar file

I don’t have this file

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I don’t have this file

Where are you looking for it? There are plenty of guides out there for modifying this game. You could also find the NT discord server and chat there 😉

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Where are you looking for it? There are plenty of guides out there for modifying this game. You could also find the NT discord server and chat there 😉

in the folder with the game in which I got through Steam

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in the folder with the game in which I got through Steam

Nuclear Throne Together

An online multiplayer mod for Nuclear Throne. В· By

Custom graphics FAQ Sticky

Loading custom graphics is done via commands.

Commands can be entered once the game starts (is in-game or at loadout, rather than menus).

Locating the graphics

Firstly, you will need to find the name of the sprite that you want to edit.

Fortunately, a complete list of game’s sprite names is available.

Unfortunately, it’s not super organized, so it may take a little while to find what you need.

Once you’ve found what seems to be the desired graphic(s), you can save them to disk via «/savesprite» command. For example,

will save the graphic into the «images» directory inside the game’s save directory:

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If you are not sure where the game’s save directory is, you can quickly navigate to it by inserting «%LOCALAPPDATA%/nuclearthrone» into Explorer’s «address bar» and hitting Enter.

Editing the graphics

The next step is to edit the graphics.

Since these are saved in PNG format, any pixelart-compatible image editor with transparency support will do.

If you are not sure as to what is fitting, you can try Paint.NET, or even the built-in image editor in any version of GameMaker (which, while not advanced, allows to work with animations conveniently).

As an example, I’m going to add a little hat to the earlier saved cactus:

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Replacing the graphics

Once editing is done, it’s time to see your changes in-game.

For this there is a «/loadsprite» command. With the earlier shown cactus, you would use it like so:

if all was well, the changes will be applied to the graphic instantly:

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You can use «/loadsprite» to update the graphic as many times as you want;

If you want to revert the graphic to it’s original form, you can use «/unloadsprite».

Replacing individual images

For certain graphics (portrait art, mutations, etc.), replacing an entire set of images to only change a single one may seem inconvenient.

For this reason, aside of «/loadsprite» and «/savesprite» there are also commands to deal with individual images of sprites, namely «/loadimage» and «/saveimage».

So, for example, you could save a particular graphic,

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and load it back, without affecting the rest of the images:

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Packaging the graphics

If you want to distribute a pack of custom graphics, entering the separate commands to load each graphic may seem mildly inconvenient. While NTT has been update to allow pasting multiple lines of text into chat, it may regardless be desired to load the entire set through a single chat command. For that there is «/loadtext».

Essentially, «/loadtext» reads the contents of the given file, and sends each of them as a chat command.

Therefore, if you have your graphics pack residing in a folder,

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you can also include a text file in that folder, containing commands to load the graphics from the folder,

therefore permitting to load an entire set via «/loadtext HazmatRobot/load.txt».

Notes on multiplayer

Custom graphics work in multiplayer.

Both players need to explicitly agree («/sideload») to enable custom graphics loading.

If your own or remote player’s choices of custom graphics no longer please you, you can disable custom graphics by doing «/sideload» again. This will revert all graphics to their original form for both players.

Notes on replays

Custom graphics are stored in replay files, therefore will show up in replays just as observed while playing.

The only thing to note here is that these, not unexpectedly, will also add to replay’s size.

Notes on animations

In case of animations, the number of frames is deducted from filename.

So, for instance, if your animation has 4 frames,

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the file should be named like «myAnim_strip4».

Alternatively, you can also use «myAnim[4]» for shortness.

Notes on modifications

Conventional graphic modding for Nuclear Throne requires your graphic edits to be of the exact size and frame counts as the originals.

NTT’s system permits to load graphics with both different sizes and frame counts.

Graphics larger or smaller than the originals are assumed to be resized relative to center.

Graphics with varying frame counts will be used as-is, meaning that animations will playback at the same FPS but last shorter/longer.

Keep in mind, however, that the game uses image sizes and animation durations as references for game logic at a few points, therefore altering certain graphics may have side effects.

Notes of persistence

Due to technical concerns and limitations, the graphics are automatically unloaded when a game session ends.

If you have a particular set of graphics that you always want to use, it is advised that you assemble a command list to load it via «/loadtext».

Notes on convenience

To make the process of working with custom graphics simpler, NTT will make a number of assumptions in associated commands:

If there’s anything overlooked, feel free to ask.

Nuclear throne how to change sprites

what would his/her passive(s) and active be?

Thanks for the support, it really keeps me motivated to make more, His active would be a flask that explodes into fumes, and his passive would be immunity to poison, and when standing in poison fumes you get a speed boost, These are just concepts though and are probably going to change.

I dig it, its not ridiculously uncreative and generic like the ultra mod offers.

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what would his/her passive(s) and active be?

Thanks for the support, it really keeps me motivated to make more, His active would be a flask that explodes into fumes, and his passive would be immunity to poison, and when standing in poison fumes you get a speed boost, These are just concepts though and are probably going to change.

I dig it, its not ridiculously uncreative and generic like the ultra mod offers.

Thanks! Why i went with the whole alchemist sort of thing is because no one else has ever made it so why not.

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so basically a ranged frog? you’ve made a great sprite and you seem to be a talented artist, but maybe you could get someone more experienced in game design to help you with the actives and passives (I know it’s hard to be original with actives in NT now but there are still more ideas to be explored)

I don’t have frog unlocked so i had no idea he even had those types of passives and actives, Maybe i should do some more research next time.

I dig it, I feel like he should be an itty bitty taller in the second sprite tho because there’s too much empty space (that and maybe squishhhh him horizontally a tad so it’s not cut off as much?)

unless that’s the point then aight

If by second sprite you mean the character select portrait then i see what you mean, but i want my portraits of character’s to represent the actual characters as much as possible, and in his sprite he’s sortof chubby, so in the portrait hes chubby.
I do see what you mean though and will look into it.

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