OutfitGenerator: Custom Clothing

Discussion in 'Guides' started by Khaos, Jul 28, 2018.

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  1. Khaos

    Khaos Purple Man Staff Member Technician

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    Made by yours truly.
    I'm sure a number of users have been wanting to design their own custom clothes and armor, and that's what I'll be covering here. Note that I will not be giving a tutorial on custom hats and the use of Hatter, this guide will purely be for items that cover the body.
    NOTE: I RECOMMEND YOU ALWAYS RUN THE 32-BIT VERSION OF STARBOUND. THE 64-BIT VERSION CONTAINS MEMORY LEAKS AND CAN CAUSE SERIOUS ISSUES.

    Before you get any further, there are a number of things you will need first:
    OutfitGenerator
    An image editing tool ( I will be using Paint.net )
    Unpacked starbound assets.
    And lastly, I am including this reference image for assistance in shading and coloring:
    [​IMG]

    With all that said, let's begin.



    Step 1: Getting set up.
    First things first, I will be opening a few images in paint.net. Within the OutfitGenerator folder, there will be a 'New Folder' with important sprite sheets that you will need.
    [​IMG]
    Inside the folder, you should see the following:
    [​IMG]

    The instructions document is a very barebones guide on how generating new outfits works, but I will be going much further in depth. To get started, open the malebody OR femalebody file, depending on what gender your outfit is intended for.



    Step 2: Let's make us a wizard.
    For this demonstration, I will be making a custom outfit based on the Wizard Set. With your assets unpacked, you may use sites like starbounder.org in order to find vanilla outfit sprites. The reason to do this is that making custom sprites is much easier when you have a vanilla base to work with and modify.
    According to starbounder, the wizard set can be found in the assets\items\armors\decorative\costumes\wizard folder. And as you can see below, this is true for me.
    [​IMG]

    I will start with legs, so I will be opening the pants picture. Next, I will be using the rectangle select in order to highlight the entire image, before pressing CTRL+C. I will tab back into the base sprite from earlier, create a new layer called 'Pants', and paste.
    [​IMG]
    If you follow this correctly with any pants sprite, they should line up with all of the body sprites like so:
    [​IMG]
    Once you have done this, you may close the pants.png picture. You won't need it anymore.



    Step 3: Colors and say no to climbing.
    You may notice that many starbound sprites contain climbing animations. This is a ditched feature that was going to be in the game, and it was leftover in most of the game's assets. Simply delete what I have highlighted below:
    [​IMG]
    Climbing animations will not be missed, and it's less work for you to have to deal with.

    Next, let's recolor these pants. Even if you intend to modify the appearance of a vanilla sprite greatly, it may be a good idea to recolor them to your liking first. And, there's a very easy way to do this! You will want to select the magic wand tool. Set its flood mode to global and set the tolerance to zero like shown below:
    [​IMG]

    Let's get to recoloring! First, use the magic wand to select the darkest shade of orange on the pants with the magic wand. You should see that immediately, every single pixel of that specific color is highlighted!
    [​IMG]
    Next, simply use the bucket tool on one of the highlighted pixels, which should recolor them. Rinse and repeat a few times on the other shades of orange:
    [​IMG]

    Congratulations! You may mess with any of the colors on outfits in this way. finish recoloring and modifying the pants however you please. For me, I'll only be recoloring the pants. They look like this when I am done:
    [​IMG]



    Step 4: Chests.
    Next, I suggest you create a new layer and label it 'Chest' or any other appropriate term. Find the chest spritesheet of your choice and open it. However, you'll see that it won't line up like the pants did:
    [​IMG]

    Note: If you plan to save your modifications to his chest sprite sheet, SAVE AS and place it somewhere outside of the assets folder you found it in.
    Don't copy all of this over yet. Instead, recolor and modify them now! Repeat the process I did with the pants when recoloring. Here's a sample of my chest sheet:
    [​IMG]

    After doing this, you'll have to use a lot of copy/pasting. In that chest layer in your outfit, you'll want to paste these chest sprites and and fit them over their matching torso. The black text in the files will help you, as they explain what each chest part corresponds to. My project now looks like this:
    [​IMG]

    Voila! Make sure to save a backup of this file with all the layers. Paint.net should save it as a .pdn file. After that, delete the background layer and merge chest with pants. Save as a .png file.
    Congrats! You have made a spritesheet that can be made into an ingame item, but there's one more thing we need to touch on...



    Step 5: Sleeves
    Arguably the hardest part of the process, sleeves contain the highest number of frames out of all sprite sheets.
    [​IMG]

    For this, you will only want two layers. Background, and sleeves. Once you have the sleeves layer, grab a fsleeve and bsleeve pictures, respectively. You will paste fsleeve into the sleeves layer of the base file, and make sure that the sprites line up perfectly with the background frames on the TOP half of the sheet. Repeat the process with the bsleeve, with the BOTTOM half of the sheet:
    [​IMG]

    Recolor and edit like you would before, save the multi-layer file somewhere, and then save it as a .png file:
    [​IMG]



    Step 6: Let's get it in-game.
    You should have the two following sprite sheets:
    [​IMG]
    You'll want a window of this open, and then open a separate window of the following directory in your outfitgenerator folder:
    [​IMG]

    [​IMG]


    Next, drag and drop the body spritesheet on the 'PantsGenerator.exe' application. You should see the following:
    [​IMG]

    Press 1 or 2, depending on your preference. Next, open up starbound in singleplayer, enable /admin, and then paste in the command that should be copied to your clipboard. You should get an item that fits into your pants slot!

    [​IMG]
    Repeat the process with your sleeves spritesheet and the 'SleeveGenerator.exe' application. Paste the command in-game:
    [​IMG]
    Congratulations! If you have followed the instructions here, you should have created a custom outfit of your choice. This is the bare-bones process used to make these outfits.
    [​IMG]
    Done.


    Footnote: Back items work much the same way that pants are generated. You use a base body sprite, put in the back item sprites appropriately, delete the base layer, save it as a png, and then drop it on the BackGenerator.exe application.
     
  2. stfenix

    stfenix мы обединяемся! Diamond Donator

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    This is the Content I would LOVE to see more of on this forum.
     
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  3. Lange

    Lange Guru of Knowledge Ex-Staff Impervium Donator

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    At least for me, I knew most of this but goddamn is that shading reference sheet helpful.

    Actual legend.
     
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  4. Markus Aleksandr

    Markus Aleksandr The Tolerated Staff Member Administrator

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    May want to add a note advising people to double check and make sure the dimensions of the end-product are correct. Not sure how the hell it happened, but when my smol brain tried this, my sleeve sheet ended up being 2px too wide. Program won't run if it's not the exact specification.
     
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  5. Khaos

    Khaos Purple Man Staff Member Technician

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    This should be taken into account already when you're generating outfits. Always use the templates as the base image and don't change their dimensions. But yes, that is certainly something to take into account, especially when someone is new to it.
     
  6. Roval_Jax

    Roval_Jax New Arrival

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    I wish to say that this tutorial is great stuff and ever since v. 1.3.2 of Silverfeelin's outfit generator, the generators are rolled up into one executable file + includes an improved version of the hat generator. Just drag the completed sprite sheet to the generator and it will show a list of options, then select said option according to what you wanted to make to turn the sprite into a command line in .tct format.
     
  7. Pinkbat5

    Pinkbat5 pocl v3.6.3 Staff Member Moderator Diamond Donator

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    ok but if youre on a mac you can still run it if you have wine and do this shit yo

    1. open terminal (looks like this)

    [​IMG]

    2. type in this: wine wineconsole --backend=user and add a space

    3. drag the .exe file you want to run directly to your window. it should automatically paste in the location of that file

    4. drag the image you want the .exe to process (your spritesheet!)
    it should look like this:

    [​IMG]

    5. click enter and an intractable window should pop up. select all the options you want, etc

    [​IMG]

    6. enjoye

    i cannot promise anything though because i do not understand wine very well. i learned how to do this through confused 2 am googling and trial & error. i hope this works for everybody though
     
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