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: 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. Inside the folder, you should see the following: 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. 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. If you follow this correctly with any pants sprite, they should line up with all of the body sprites like so: 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: 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: 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! 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: 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: 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: 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: 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: 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. 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: Recolor and edit like you would before, save the multi-layer file somewhere, and then save it as a .png file: Step 6: Let's get it in-game. You should have the two following sprite sheets: You'll want a window of this open, and then open a separate window of the following directory in your outfitgenerator folder: Next, drag and drop the body spritesheet on the 'PantsGenerator.exe' application. You should see the following: 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! Repeat the process with your sleeves spritesheet and the 'SleeveGenerator.exe' application. Paste the command in-game: 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. 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.