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here is a guide to how the avatars are put together in Kudos 2, and how you can mod your own clothing for them if you have a bit of patience, some artistic skill and a suitable graphics editing program!
To make the games mods run on all computers, all the mod files are placed somewhere else! You will find modded graphics can be anywhere inside here: lets take a look at one of the layer files and see what all the bits do. This example is "female hair top 3.txt"
The Images The graphics files have to be made into 'dds' files. DDS is a file type often used by games that use 'directx'. You can get a dds plugin for photoshop or paintshop pro here. These plugins allow you to save out a file as a dds file. Kudos 2 saves out it's DDS files with the following settings: Format: 8:8:8:8 ARGB (32 bit) MipMaps: No Mip Maps. Type: 2D Texture. To make the game run faster you will find that a lot of the existing avatar layers are smaller than the avatar base images (which are 512 by 256 pixels). The images can be as small as you like (although DDS files have to be a 'power of two' in each direction), and positioned anywhere on the avatar using the offsets. However, there are only 1 set of dimensions and offsets for each group of three files (one for each of the three mood poses for the avatar). The images need to have an alpha channel saved out with them so the relevant parts are transparent. Layers This is the order the layers get drawn in from bottom(first) to top (last). AVATAR_HAIRBOTTOM, AVATAR_COATBEHIND, AVATAR_SKIN, AVATAR_GLASSES, AVATAR_HAIRTOP, AVATAR_SHOES, AVATAR_CLOTHESBOTTOM, AVATAR_CLOTHESTOP, AVATAR_TIE, AVATAR_COAT, AVATAR_NUMLAYERS Tips I recommend taking one of the avatar base layers such as f_base.dds and creating a photoshop/psp document with it. You can then add the new clothing item as a new layer and check everything fits ok on the character. Then create an alpha channel from your new item of clothing, throw away the old base layer and export the remaining layer as a dds. Do the same for all 3 moods, then check to see if you can get away with cropping the image to save some space, and if neccesary change the image dimensions and offsets in the layer file. Put the files in the directories listed above and then run the game and check them out! Then make sure you post a link on the forums, I can host your files for free. When you put together the artwork make sure you flatten your source image onto black once you have created the alpha channel. That way you get a ncie crisp black outline on the file, without any horrid blurring at the edges. I love seeing people mod the games I design. If you run into any technical issues or need to know anything more about how they all fit together, email me at cliff@positech.co.uk. |
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