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Return of Data Mining, Art Assets, Model Dumping & More! (SPOILERS!)


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I'd like to point out there have been quite a few new checks added to skin-related stuff relating to support for accessing skins offline.

It might finally be time for people to be able to use their skins and DLC characters on offline worlds soon. I believe this isn't implemented in the beta yet but I might be wrong.

5 hours ago, Just-guy said:

Дата выхода спойлеров обновления

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Новый скин Twitch Drop Skin появится на следующей неделе, поэтому это должно означать, что обновление также выйдет на следующей неделе.

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изображение.thumb.png.9f2d5cd3c4a8c81a5e64514d23185dfd.png

Это скин лодки!

 

WAAAAAYYY:3

7 hours ago, Just-guy said:

Release date of the update spoilers

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New Twitch Drop Skin coming next week so it must mean the update will also release next week

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image.thumb.png.9f2d5cd3c4a8c81a5e64514d23185dfd.png

It's a Boat Skin!

 

Now we have full set of Davey Jones themed boat? Nice

On 7/4/2022 at 7:39 AM, CameoAppearance said:

Would it be possible to get a GIF or APNG of Survivor WX-78 doing the transforming-back-from-Wonkey animation? Regular WX is okay too if the skin makes things difficult.

defoooorm.gif.9a77d2c87821735fe9f65c6c445c234d.gif

It looks like Wonkey's skull is in the game files, just like the rest of the characters. I'm not 100% sure as I only saw this on the wiki and didn't check the game files. It's still a mystery to me why they add them.

Wonkey_Skull.png.c759518ba35ddf83534b096a07685791.png

2 hours ago, Deerclops Mika said:

It's still a mystery to me why they add them.

Probably for fun tbh, seems like the sprites can't take too much work.

Also, is the background used for the Swashbuckler portraits in the files? I'm curious what exactly it looks like

New functions have been added to the game's animation engine. These functions allow for setting color/bloom on specific parts of an animation.

What does this mean for you non-programmers? Well it means there's potential for a super easy system of setting skin tones on clothing items for characters and their skins rather than having to make whole new art that needs to be compiled, or setting the bloom effect on specific parts of an animation can be really nice for stuff like the Magilumensence, which made the entire entity glow up.

Here are some examples, all done through these new functions:

Wolfgang's Chest clothing from the forge colored specifically for Walter(Skin tones not perfect but I wanted to get an example out there)

unknown.png

Bloom applied only to the magilumensence rather than the whole character

unknown.png

image.thumb.png.ff3d4bfaac6b6249288960006a268211.png

How it currently looks:

Spoiler

image.png.a63a55f98b6730779767a6cc6a60d741.png

image.png.bdb1f0f62a60068e91be2cbd96043ae0.png

image.thumb.png.e1536e33e96f9156551a9b89549dee35.png

 

1 hour ago, Hornete said:

New functions have been added to the game's animation engine. These functions allow for setting color/bloom on specific parts of an animation.

What does this mean for you non-programmers? Well it means there's potential for a super easy system of setting skin tones on clothing items for characters and their skins rather than having to make whole new art that needs to be compiled, or setting the bloom effect on specific parts of an animation can be really nice for stuff like the Magilumensence, which made the entire entity glow up.

Here are some examples, all done through these new functions:

Wolfgang's Chest clothing from the forge colored specifically for Walter(Skin tones not perfect but I wanted to get an example out there)

unknown.png

Bloom applied only to the magilumensence rather than the whole character

unknown.png

image.thumb.png.ff3d4bfaac6b6249288960006a268211.png

How it currently looks:

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image.png.a63a55f98b6730779767a6cc6a60d741.png

image.png.bdb1f0f62a60068e91be2cbd96043ae0.png

image.thumb.png.e1536e33e96f9156551a9b89549dee35.png

 

Now that's pretty intresting. Is it just for bloom? I wonder what Klei is cooking up.

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