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Reskinning Entities
This page will explain you how to change the appearance of entities for your map only. If you are working on a texture pack that should apply to the whole game, including vanilla maps, head to How do I make a texture pack?
You should grab the graphics dump 🔗 to be able to use the vanilla sprites as a reference.
The steps to follow depend on which entity you are trying to reskin.
In order to make custom spikes textures:
- head to
Graphics/Atlases/Gameplay/danger/spikes
in the graphics dump and copy the spike textures you want to base yourself on. - paste those in
Mods/yourmod/Graphics/Atlases/Gameplay/danger/spikes/yourmod/campaignname
and rename them. For example,custom_down00.png
,custom_down01.png
, etc. Don't touch anything after the _ - in Ahorn, right click on your spikes, then in the "Type" field, use
yourmod/campaignname/custom
In order to customize the switch gate block:
- head to
Graphics/Atlases/Gameplay/objects/switchgate
in the graphics dump and copy one of block.png, mirror.png, stars.png or temple.png. - paste it in
Mods/yourmod/Graphics/Atlases/Gameplay/objects/switchgate/yourmod/campaignname/myblock.png
. - in Ahorn, right click on your switch gate, then in the "Sprite" field, use
yourmod/campaignname/myblock
In order to customize jumpthru textures:
- head to
Graphics/Atlases/Gameplay/objects/jumpthru
in the graphics dump and copy one of them. - paste it in
Mods/yourmod/Graphics/Atlases/Gameplay/objects/jumpthru/yourmod/campaignname/myjumpthru.png
. - in Ahorn, right click on your jump through, then in the "Texture" field, use
yourmod/campaignname/myjumpthru
. Note that you can also change the footstep sounds with the "Surface Index" parameter.
You can have a Planets styleground with custom planets:
- if you want to use the vanilla planets as a reference, have a look at
Graphics/Atlases/Gameplay/bgs/10/smallXX.png
andbigXX.png
in the graphics dump. - drop your custom planets in
Mods/yourmod/Graphics/Atlases/Gameplay/bgs/10/yourmod/campaignname/customplanetXX.png
, XX being a number starting from 00. You can have as many as you want, the planets displayed will be randomly picked from them. - in Ahorn, in the "Size" field for the planets effect, use
yourmod/campaignname/customplanet
.
Note: if you check the graphics dump, you can see that the Graphics/Atlases/Gameplay/bgs/10/Planets
folder has actual planets (instead of stars). You can use those by typing Planets/big
and Planets/small
in the "Size" field of your planets effect, without having to ship those with your mod!
In order to check if an entity is reskinnable through Sprites.xml, look for it in Content/Graphics/Sprites.xml
. If you find it, this means you can change the appearance of this entity throughout your map, without affecting other maps.
In this example, we are reskinning Theo Crystal.
- copy
Content/Graphics/Sprites.xml
intoMods/yourmod/Graphics/yourname/campaignname/Sprites.xml
- open your copy, and look for Theo Crystal. You will find this:
<theo_crystal path="characters/theoCrystal/" start="idle">
<Origin x="32" y="42"/>
<Loop id="idle" path="idle" delay="0.08"/>
<Anim id="shatter" path="shatter" delay="0.08" goto="shattered"/>
<Loop id="shattered" path="shatter" frames="16" delay="0.08"/>
</theo_crystal>
path="characters/theoCrystal/"
means you will find the textures for it in the graphics dump, at Graphics/Atlases/Gameplay/characters/theoCrystal.
- copy this folder into
Mods/yourmod/Graphics/Atlases/Gameplay/yourname/campaignname/theoCrystalReskin
, then modify them as you want. - in your Sprites.xml copy, edit the path to match the folder you created at the previous step:
<theo_crystal path="yourname/campaignname/theoCrystalReskin/" start="idle">
- in your map metadata in Loenn, change Sprites to
Graphics/yourname/campaignname/Sprites.xml
.
You're all set! Now, if you place a Theo crystal, it should use your custom texture in-game.
If an entity is not reskinnable out of the box and not in Sprites.xml, you might need to make a code mod to reskin it. Ask around on Discord if you are unsure if a code mod is necessary to reskin your entity.
Existing helpers provide more reskinnable entities:
-
Frost Helper 🔗:
- Spinners
- Springs
- Zip Movers
-
Maddie's Helping Hand 🔗:
- Touch Switch and Switch Gate icons. Switch gate blocks are reskinnable out of the box (see first part)
- Refills (for custom particle colors, or for using different sprites in the same map)
- Swap Blocks
- Kevins
- Stars effect
- Crumble Platforms
-
Lunatic Helper 🔗:
- Starfield effect with custom particles
Some helpers also allow you to recolor entities:
-
Frost Helper 🔗:
- Fire Barriers
- Rising Lava
- Dream Blocks
-
Pandora's Box 🔗:
- Water
- Waterfalls
- Dust bunnies
-
Lunatic Helper 🔗:
- Starfield effect
- Stardust effect
-
Maddie's Helping Hand 🔗:
- Sandwich Lava
- Blackhole effect
-
Shroom Helper 🔗:
- Petals effect
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