Is there any way you could add specific items into player inventory? Specifically the relic that triggers oestrus on every hit and the temporary (potion i think) that lets you light the plant walls on fire.Cheat updated to the latest game version (v0.6.5): https://thef95zone.info/threads/thornsin-v0-6-5-cheat-mod-simple-uncensor.171817/
Also, is there a specific item that freezes the character or is it any item you buy from the merchant?
Any way to update this with new Unity standard (without Csharp file) to replace?all attack knockdown
Any way to update this with new Unity standard (without Csharp file) to replace?all attack knockdown
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
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.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?
you mean the x-ray?hello, is it normal to not see what is happening inside those tentacle things during a scene
It's not a bug, when you pause you navigate tabs with left/right then select with "J". Only then you can navigate the menuhaving 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
Is there an artist who can decode the CG inside
can you post an example of resized texture to match the resolution in .atlas file? (along with an original one)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.
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.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)
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 sequencesSure, 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 ifSure, 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).
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.ive whipped up a sample rescaling script, can you see ifYou must be registered to see the linkscan be loaded and played properly
yeah, im just testing if the resampling method ive used internally fits.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.
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.
textutil upscale /path/to/file.atlas
textutil downscale /path/to/original/assets/folder
wym decode, everything has been extracted you just havent even looked at the files.Is there an artist who can decode the CG inside