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Cosmetic Data Packs: Textures
This article covers the texture portion of creating cosmetic data packs. As outlined in the primary article, textures need to be placed in the textures directory in the cosmetic data pack. Textures are only supported in v4.0+ of the randomizer.
- Only
.pngfiles work. All other image formats are not supported yet. - If you place multiple images in a folder, the randomizer will pick a random one upon each generator. If you want a specific image to be selected, then ensure that only 1 image is in the folder.
This changes the texture of the spin animation that plays when you go into a new area. All transitions that get placed into your pack need to be edited with the Transition Editor, as this correctly handles various intricacies of the transitions.
Transitions need to be placed in the textures/transitions/ directory. All transitions that are not the right image dimensions will be ignored by the randomizer (something you won't need to worry about if you use the editor).
This changes the texture on a Troff 'n' Scoff portal. T&S Portal images can be of any size, but it is recommended that the images are at least 63x63. All images that are not 63x63 in size will be rescaled to that size. Any non-square images will have a square portion of that image selected to ensure no undesirable axis stretching takes place.
All T&S Portal images need to be placed in the textures/tns_portal/ directory.
This changes various paintings across the game to be something else:
- The DK Isles painting that's present in Snide's HQ and the Painting Room in Jungle Japes
- The K Rool, Knight and Swords Paintings that's in the Museum in Creepy Castle
- The Dolphin and Candy paintings that are present in DK's house in Training Grounds
Painting images can be of any size, but it is recommended that the images are at least 128px x 128px to work with the bigger paintings (namely those in the museum). All images that do not match the target painting size will be rescaled to that size. Any image that doesn't match the aspect ratio of the target painting will take a portion of your selected image that is the correct aspect ratio to ensure no undesirable axis stretching.
All painting images need to be placed in the textures/paintings/ directory.
Most of the arcade sprite-set is customizable with DK64 Randomizer. The structure of arcade sprites are as follows
textures/arcade_sprites
│
└───dk
│ └─── group1
│ │ │ how_high.png
│ │ │ climb.png
│ │ │ ...
│ │
│ └─── group2
│ │ │ how_high.png
│ │ │ ...
│
└───jumpman
│ │ ...
...
Within the folder, you have sprite classes. These can be any of the following
jumpman/
dk/
pauline/
items/
pie/
orange_barrel/
blue_barrel/
orange_flame/
blue_flame/
orange_duck/
blue_duck/
spring/
ui/
particles/
stage/
hammer/
Within a sprite class folder, you then have folders which represent sprite sets. This allows you to have the randomizer pick a random set, should you have multiple sets in your pack. For example, you might have a K. Rool "dk" set and a Bowser "dk" set. The randomizer will pick one of those at random and choose all the sprites within your sprite set.
The dimensions for each sprite are as follows:
pie/
- pie.png (16px x 16px)
orange_barrel/
- roll_0.png (16px x 16px)
- roll_1.png (16px x 16px)
- roll_2.png (16px x 16px)
- roll_3.png (16px x 16px)
- fall_0.png (16px x 16px)
- fall_1.png (16px x 16px)
- stack.png (16px x 16px)
particles/
- point_spark_0.png (16px x 18px)
- point_spark_1.png (16px x 18px)
- heart.png (16px x 16px)
- heart_broken.png (16px x 16px)
- help_aqua.png (24px x 10px)
- help_midnight_blue.png (24px x 10px)
- hammer_particle_0.png (16px x 18px)
- hammer_particle_1.png (16px x 18px)
- points_100.png (16px x 16px)
- points_300.png (16px x 16px)
- points_500.png (16px x 16px)
- points_800.png (16px x 16px)
- orange_spark.png (8px x 10px)
stage/
- pulley_horizontal_0.png (16px x 16px)
- pulley_horizontal_1.png (16px x 16px)
- pulley_horizontal_2.png (16px x 16px)
- pulley_vertical.png (16px x 16px)
- oil_fire_0.png (16px x 18px)
- oil_fire_1.png (16px x 18px)
- oil_fire_2.png (16px x 18px)
- oil_fire_3.png (16px x 18px)
- oil_drum.png (16px x 18px)
- elevator_cord.png (8px x 2px)
- girder_red.png (16px x 5px)
- girder_8px_orange.png (8px x 10px)
- girder_8px_red.png (8px x 8px)
- rivet.png (8px x 9px)
- 100m_segment.png (8px x 8px)
- conveyor_segment.png (16px x 5px)
- blue.png (8px x 2px)
blue_duck/
- roam_0.png (16px x 18px)
- roam_1.png (16px x 18px)
jumpman/
- run_0.png (16px x 18px)
- run_1.png (16px x 18px)
- run_2.png (16px x 18px)
- climb_0.png (16px x 18px)
- climb_1.png (16px x 18px)
- climb_2.png (16px x 18px)
- climb_3.png (16px x 18px)
- hammer_0.png (16px x 18px)
- hammer_1.png (16px x 18px)
- hammer_2.png (16px x 18px)
- hammer_3.png (16px x 18px)
- hammer_4.png (16px x 18px)
- hammer_5.png (16px x 18px)
- death_0.png (16px x 18px)
- death_1.png (16px x 18px)
- death_2.png (16px x 18px)
- jump_0.png (16px x 18px)
- jump_1.png (16px x 18px)
- lives_counter.png (8px x 8px)
orange_flame/
- roam_0.png (16px x 18px)
- roam_1.png (16px x 18px)
hammer/
- burgundy_0.png (16px x 18px)
- burgundy_1.png (16px x 18px)
- gold_0.png (16px x 18px)
- gold_1.png (16px x 18px)
blue_flame/
- roam_0.png (16px x 18px)
- roam_1.png (16px x 18px)
ui/
- bonus_osd_25m.png (43px x 43px)
- bonus_osd_50m.png (43px x 20px)
- bonus_osd_100m.png (43px x 20px)
orange_duck/
- roam_0.png (16px x 18px)
- roam_1.png (16px x 18px)
items/
- these don't have to be named anything in particular as it picks 3 random images within a sprite set. All are 16px x 16px
blue_barrel/
- roll_0.png (16px x 16px)
- roll_1.png (16px x 16px)
- roll_2.png (16px x 16px)
- roll_3.png (16px x 16px)
- fall_0.png (16px x 16px)
- fall_1.png (16px x 16px)
pauline/
- bottom.png (16px x 18px)
- top.png (16px x 18px)
- bottom_actions.png (16px x 55px)
spring/
- bounce_0.png (16px x 16px)
- bounce_1.png (16px x 16px)
dk/
- barrel_left.png (48px x 42px)
- rage.png (48px x 42px)
- climb.png (48px x 42px)
- dead_0.png (48px x 42px)
- dead_1.png (48px x 42px)
- dead_2.png (48px x 42px)
- idle.png (48px x 42px)
- idle_teeth.png (48px x 42px)
- hench.png (48px x 48px)
- climb_with_pauline_0.png (48px x 48px)
- climb_with_pauline_1.png (48px x 48px)
- how_high.png (46px x 32px)
This changes the textures of the images on the slots in Batty Barrel bandit, excluding the golden bananas.
All Bandit reel images need to be placed in the textures/reels/ directory.
This changes the animated sprites used for the 5 kong-specific banana coin types in the game. In the vanilla game, this animation comprises of 8 frames that span a half-turn of the coin.
In order for the generator to pick up these images, your images will need to follow a certain naming convention:
{name}{frame_number}.png
For example, these are a valid set of image names:
rupee0.png
rupee1.png
rupee2.png
rupee3.png
rupee4.png
rupee5.png
rupee6.png
rupee7.png
Any gaps in the numeric ordering will result in the generator picking the consecutive sequence starting from frame 0. For example, with the names above, if rupee3.png was missing, it would only choose frames 0-2 to be placed in the ROM. If there are not 8 frames in your frame sequence (either because you have more or less than 8 frames), the generator will smartly pick which frames to make up the 8 that gets placed in ROM. With lower frame counts, this will result in duped frames. With higher frame counts, this will result in skipped frames.
All coin images need to be placed in the textures/items/ directory.
- Make sure they're in the correct directories in your pack
- Make sure all images that you're putting in your pack are
PNGfiles. If they're other formats (eg.JPEG/WEBP), then those will not be picked up by the system that is used to pull textures into the patcher
- Setting up DK64 Randomizer
- Logic, Hints and Game Information
- Logic Tips & Tricks
- All about Hints
- Lesser Known Game Knowledge
- General Strategies
- Vanilla Coin Locations
- Vanilla Item Locations
- Vanilla CB Requirements
- Custom Locations
- Distributions
- Random Settings Distributions
- Racing and Sharing Seeds
- Custom Music