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I apologize in advance for asking you to be creative. pngs and everything just WORKS.Īll right, this is the !FUN! part. The Atlas is unencrypted and can be told better, but the Skeleton is not, and would need to be decompiled and recompiled to make a simple name change, so just Do not touch the. atlas, which both then look for (Donorname). pngs in the (classname)_#\anim folders. When the game attempts to render a sprite, it looks for (Hostname).skel, which then looks for (Donorname). The camping icons are not stored in the Heroes\(Classname) folder, but in the raid\camping\skill_icons folder, should you wish to change them as well.ĭo not rename the. It is recommended, as it helps the host feel less like itself with a new skin and more like the donor. Additionally, rename the (classname)_# folders, the roster portraits inside them, and the guild background.Optionally, you can rename the ability icons in the same way. skel files in both the /anim and /fx folders. The files you wish to rename are all of the donor’s. When porting, you want to replace the donor’s classname with the host’s in the names of the files …It’s not totally understood to me yet, as there is little demand for such. Now, as for porting other heroes onto transformation classes… Er, that’s less hard, practiced science on my end and more guesswork, but I ‘think’ you do not rename anything, or even cloning the animation for multiple combat forms. It’s good to do this before you rename them in step 2, as that makes this process so, so much harder then it needs to be.
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skel files through the converter, open the animations, delete the unwanted animations and rename the remaining one with the default name, for example ‘Combat’, ‘Defend’, ‘Death’… then run the altered files through the converter again, and move them back in. Non-transforming classes will get confused, as they look for specific animation names that do not exist in a transformation class… usually, some mod classes do indeed have their ‘human’ form use the default animation names and it just WORKS.The Dragonbones guide has more detailed instructions, but simply run the. They will have two sets of animations for anything they can do in both forms, so Combat, Defend, Heroic/Afflicted, and (if applicable) Riposte. Obviously skip this if you’re not trying to port one.
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