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Sprites and atlases
Sprites are generally packed within "atlas files", which consists of an image that contains multiple sprites together with informations about each sprite's location on this image and other properties.
Atlases are made so that many sprites are contained inside single assets, but it can be problematic to replace the whole atlas texture when one wants to mod only specific sprites. Thus, in a mod folder, one can provide a TPSHEET file specifying which sprites of the atlas are modded. When doing so, the texture is not required to contain the duplicate of all the other sprites of the atlas.
TPSHEET files can also define new sprites that don't exist in the vanilla atlas (like adding more item icons without replacing existing ones).
When an atlas texture is provided without a TPSHEET file, it should contain the sprites of all the original atlas at their original locations.
TPSHEET files must be placed next to their related atlas with the same filename as them but with the extension .tpsheet
.
For example, {ModFolder}/EmbeddedAsset/UI/Atlas/Icon Atlas.tpsheet
is the TPSHEET describing what the mod does to the Icon Atlas sprites.
They are text files that should look like that:
:format=40000 :size=XxY :append=true sprite_name;X;Y;WIDTH;HEIGHT;PIVOT_X;PIVOT_Y sprite_name;X;Y;WIDTH;HEIGHT;PIVOT_X;PIVOT_Y;PADDING_LEFT;PADDING_RIGHT;PADDING_TOP;PADDING_BOT;BORDER_LEFT;BORDER_RIGHT;BORDER_TOP;BORDER_BOT... where each line after the header should contain a (lower-case)
sprite_name
followed by the numerical properties of the corresponding sprite.
The padding and border values are optional but you must specify them all as soon as one of them is specified.
The coordinates X
and Y
is the position of the top-left corner of the sprite.
For example, the following image and TPSHEET replaces the item icon of the Dagger (item01_00
, so replacing the normal Dagger's colour scheme) and create a new colour variant for the Hammer (item00_01
: the colour variant _01
is usually used for variations with golden colours).
The texture Icon Atlas
contains both new icons side by side and the corresponding Icon Atlas.tpsheet
consists of these lines:
:format=40000 :append=true item00_01;0;0;64;64;0;0 item01_00;64;0;64;64;0;0
The original atlas name must be used (case insensitive) but since you can now use .png on modded atlases, you have the keep the full name with extension before extension .tpsheet. e.g. General Atlas.png
-> General Atlas.png.tpsheet
The easiest way to start is to activate graphics export and you'll have a base. In Memoria.ini
, in the section [export]
, set the options Enabled
to 1 and Graphics
to 1, then launch the game once: everything will be saved in {Game folder}/StreamingAssets/UI/
. Next you'll have to place modded versions of these atlases in the correct folders in your mod.
Archive | Atlas path | Description | Sprite samples |
---|---|---|---|
sharedassets2
|
EmbeddedAsset/EndGame/card_image
|
Blackjack menu | |
sharedassets2
|
EmbeddedAsset/QuadMist/Atlas/quadmist_image0
|
Tetra Master generic UI | |
sharedassets2
|
EmbeddedAsset/QuadMist/Atlas/quadmist_image1
|
Tetra Master cards | |
sharedassets2
|
EmbeddedAsset/QuadMist/Atlas/quadmist_text_it
|
Written Tetra Master messages (italian) | |
sharedassets2
|
EmbeddedAsset/QuadMist/Atlas/quadmist_text_us
|
Written Tetra Master messages (US english) | |
resources
|
EmbeddedAsset/QuadMist/Atlas/quadmist_text_uk
|
Written Tetra Master messages (UK english) | |
resources
|
EmbeddedAsset/QuadMist/Atlas/quadmist_text_es
|
Written Tetra Master messages (spanish) | |
resources
|
EmbeddedAsset/QuadMist/Atlas/quadmist_text_fr
|
Written Tetra Master messages (french) | |
resources
|
EmbeddedAsset/QuadMist/Atlas/quadmist_text_gr
|
Written Tetra Master messages (german) | |
resources
|
EmbeddedAsset/QuadMist/Atlas/quadmist_text_jp
|
Written Tetra Master messages (japanese) | |
sharedassets2
|
EmbeddedAsset/UI/Atlas/Gray Atlas
|
Gray "normal" interface | |
sharedassets2
|
EmbeddedAsset/UI/Atlas/Blue Atlas
|
Blue "classic" interface | |
sharedassets2
|
EmbeddedAsset/UI/Atlas/Chocograph Atlas
|
Chocograph menu | |
sharedassets2
|
EmbeddedAsset/UI/Atlas/Ending Text US JP GR Atlas
|
Written messages at the game's ending | |
resources
|
EmbeddedAsset/UI/Atlas/Ending Text FR IT ES Atlas
|
Written messages at the game's ending | |
sharedassets2
|
EmbeddedAsset/UI/Atlas/Face Atlas
|
Playable character portraits | |
sharedassets2
|
EmbeddedAsset/UI/Atlas/General Atlas
|
Diverse UI elements | |
sharedassets2
|
EmbeddedAsset/UI/Atlas/Icon Atlas
|
Icons and buttons | |
sharedassets2
|
EmbeddedAsset/UI/Atlas/Screen Button Atlas
|
Diverse UI elements | |
sharedassets2
|
EmbeddedAsset/UI/Atlas/Movie Gallery Atlas
|
Cinematic previews | |
sharedassets2
|
EmbeddedAsset/UI/Atlas/TutorialUI Atlas
|
Tutorial windows |