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Unfortunately no, that still renders the head skin.
Every armor piece in the game still render skin files underneath (with 5-ish legpieces being the exception). It'd be wonderful if they didn't, though! Could take a lot more creative liberties with armor sprites in general if that was the case.
1. I'd have to change the fish design to encompass the entire player head (I tried this but couldn't land on a good design at all). There are more pixels to cover than you think.
2. The fish would slide around when swinging and be stuck in its standing pose. If you swung in the air, I suspect you'd also be in the standing pose. It'd look too janky I think.
Thanks for the suggestion though, I appreciate the thought!
I hadn't actually thought of moving this sprite over to the Lilith's Necklace sprite, but unfortunately due to how different the two sprites are programmed (particularly the swing animation) it would basically require me to redo the shark completely to animate the swing properly.
Actually I don't even know how I would go about a shark swinging animation even if I were to redo the shark, the only solution I can come up with in my head will require the shark to be very stiff when swinging.
But yeah, bottom line, the werewolf sprite is still the only sprite I can replace with these particular shark textures.
You mean making the player have the "Wereshark" sprite instead (with or without the bloody water)? Sure! I just updated the pack with two alternate versions, available in the folder you get by subscribing. If you don't know how to access the workshop folder, searching "how to locate steam workshop folder" should get you where you need to be.
There's a readme you'll find in the pack with further instructions, so I hope I got your request right!
I appreciate the suggestion and your willingness to help!
The person's 'Merfolk head sprite' covers the 'player head sprite'. The 'player head sprite' always renders under the 'Merfolk head sprite', and you don't notice that in the default game because the Merfolk head is big enough to cover the 'player head sprite' completely. Most vanity and armors work in this way, simply covering player skin files that render underneath.
However both the Werewolf and Merfolk transformations causes the skin files not to render - though the Merfolk for some reason still renders the 'head' part of the skin sprites as of 1.4.
The problem I specifically have is that I'd have to cover up the player head with my shark sprite, which I've tried and it doesn't end up looking good.
All in all, the only fix here is Re-Logic altering the head skin file to not render during the Merfolk transformation. At least that's what I believe after a ridiculous amount of trial and error.
You could make the head invisible, yes... but then every instance of your character would be headless. There would be no head on your Terraria character (outside of helmets and hats that cover your entire head, making it visually look like you still have one). I won't make the head invisible for these reasons, of course.
@toydoggo3
ID's for Werewolf is:
Armor_Head_38 Armor_Legs_20 (Hands and torso:) Armor_21 Buff_28 Item_485
ID's for Merfolk is
Armor_Head_39 Armor_Legs_21 (Hands and torso:) Armor_22 Buff_34 Item_497
I hope that helps!
Use at your own risk! It's a little bit confusing not visually seeing your exact height and where you are standing, but it is fun just seeing a flying shark I gotta admit.
(By the way, thanks @Battle_Guy_648 for bringing me the news of the wolf transformation that is in the next update, going to have a lot of fun retexturing that one I imagine)
The reason the whirlwind and "statue"-esque standing pedestal exists, is to ground the whole flying shark thing, but also to visually show that the character is still three blocks tall. Without the cyclone-whirlwind, measuring your height becomes harder.
Though I see no reason why I can't just make a second version of this pack that has no cyclone, it'd be easy enough! I admittedly never tried that out in testing, either, so maybe I'm wrong about having a hard time measuring the character height.
I'll post another comment here when I've made the pack, it'll be linked in the description!