Telepath Tactics Liberated

Telepath Tactics Liberated

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How do you make and upload a custom item sprite?
I found the folder to put them in under a custom campaign.
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Showing 1-15 of 17 comments
Tacitus 31 Aug, 2022 @ 5:10am 
For other custom assets, like music, backgrounds, and skill icons, dropping the right file type with the right dimensions in the corresponding assets folder was enough.

I haven't figured out the item sprites yet either. Dropping a new file with the same dimensions as the "Blank" image doesn't seem to do it.
Banjax 31 Aug, 2022 @ 1:32pm 
Yeah, I can't get it to work either. Any advice, Craig?
Tacitus 31 Aug, 2022 @ 2:48pm 
Wait, sorry, I'm an idiot and misread. For Item sprites, like with the other custom assets, you can drop an image of the right file type and dimensions in the right folder ("Item Images"). The "Blank" image shows you what the file type and dimensions should be, and you can use it as a background for the new item if you want to keep it consistent with the vanilla item sprites. You can try opening up the the Blank image, scribbling all over it, save it as a new name, and it should show up.

What I am still trying to figure out are the new Object sprites. There may be some extra step there that I am missing.
Banjax 31 Aug, 2022 @ 2:52pm 
Yes, I meant the new Object sprites as well.
Sinister Design  [developer] 31 Aug, 2022 @ 8:27pm 
Just plop a 64x64-pixel .png file into Item Images; it'll show up at the end of the available item images in the Item Editor:

https://sinisterdesign.net/Screenshots/Custom%20Item%20Image.png
Sinister Design  [developer] 31 Aug, 2022 @ 8:30pm 
For object sprites, create a .png file with dimensions of 64w x 96h pixels and drop it in the subfolder of your campaign named Object Images.

Since there isn't an object creation editor at the moment, you'll need to edit PremadeUnits.xml manually to create a new destructible object that references the image. (There should be an existing line for "ExampleObject" that you can use as a template.)

To make your new object use the custom sprite, edit the spriteSet attribute so it reads spriteSet="Custom/X", where X is the name of your sprite. (E.g. if you have placed an image called BlueStatue.png in Object Images, make sure your new object has spriteSet="Custom/BlueStatue")
Sinister Design  [developer] 31 Aug, 2022 @ 8:38pm 
(Note: if you created your custom campaign a long time ago, "ExampleObject" might not be present in your Premadeunits.xml file. Shimmersea, for instance, doesn't have it. Just create a new custom campaign and steal it from there!)
Tacitus 31 Aug, 2022 @ 9:40pm 
I just tried to create a new campaign, but I'm afraid I'm not seeing a line for any objects in PremadeUnits.

But! I found some lines for objects in the moddable main campaign and stole some lines. With some edits, I was able to get a custom object appearing in game. I noticed I couldn't right click it to bring up a stats window, though.

Here is what I inserted into my PremadeUnits (I named my test image "HI"):
<Objects> <u category="object" is3D="false" loadID="EXAMPLE" spriteSet="Custom/HI" charClass="Name that appears on the map" moveType="None" defaultSkillAnim="None" stats="Health,999/Perception,1/Pierce Res.,100/Slash Res.,100/Crush Res.,100/Mental Res.,100/Heat Res.,100/Cold Res.,100/Light Res.,100/Shadow Res.,100/Poison Res.,100/Level,0/Pushable,0" statFXImmunities="Alert/Blinded/Clarity/Distracted/Enthralled/Focused/Lucid/Stunned/Immobilized/Slowed/Clouded/Weakened/Sick"></u> </Objects>
Last edited by Tacitus; 31 Aug, 2022 @ 9:41pm
Sinister Design  [developer] 1 Sep, 2022 @ 8:54am 
There you go!

One thing to note: for objects, the moveType attribute determines their passability. If you leave it as "None", the game will treat the object like a wall: impassable to everyone and impossible to shoot through. Unless you're creating something that theoretically reaches up to the ceiling of an indoor space, most objects should probably have moveType set to "Flying".
Banjax 1 Sep, 2022 @ 2:50pm 
My 2 cents.
1) I can confirm that the "Example Object" line doesn't appear when I create a new campaign either.
2) The code that Tacitus pasted above does work.
3) As Tacitus said, you can't right click on a custom object, but hovering does correctly show the basic stats of the object. Honestly, I don't think I ever have right-clicked on an object to look at its stats, but I can see why this is useful if someone added specific status resistances to different objects that need to be destroyed as part of a mission.
Sinister Design  [developer] 1 Sep, 2022 @ 3:44pm 
Turns out, I forgot to have the game actually save the necessary file that includes ExampleObject when you create a new campaign! That's now fixed in version 1.0.37.
Banjax 1 Sep, 2022 @ 8:00pm 
Originally posted by Sinister Design:
Turns out, I forgot to have the game actually save the necessary file that includes ExampleObject when you create a new campaign! That's now fixed in version 1.0.37.

I can confirm that ExampleObject is now generated for new campaigns.

Tacitus - there are a couple of new things in the example:
swayStr="0"
particle="Wood"
Banjax 1 Sep, 2022 @ 8:05pm 
Oh, and you can make some pretty cool effects with sway, e.g. try swayStr="5".
Wannabe Skater 1 Sep, 2022 @ 8:20pm 
Is it hard to edit the xml file for objects? I’d like to try making objects, will have to see what I can use to open that. At least item sprite creation sounds easy!
Banjax 1 Sep, 2022 @ 9:35pm 
Originally posted by Wannabe Skater:
Is it hard to edit the xml file for objects? I’d like to try making objects, will have to see what I can use to open that. At least item sprite creation sounds easy!

Nope, it's easy. I just use Notepad to edit xml files.

If you want the example object code that is created with new campaigns, here it is.

<Objects>
<u category="object" loadID="ExampleObject" is3D="false" swayStr="0" spriteSet="Custom/Blank" name="Example Object" moveType="Flying" particle="Wood" stats="Health,16/Slash Res.,0/Pierce Res.,0/Crush Res.,0/Mental Res.,100/Heat Res.,0/Cold Res.,0/Light Res.,0/Shadow Res.,0/Poison Res.,100/Pushable,1" statFXImmunities="Alert/Blinded/Clarity/Distracted/Enthralled/Focused/Lucid/New Turn/Stunned/Immobilized/Slowed/Clouded/Weakened/Sick"></u>
</Objects>
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