Example "Kris_ResidentEvilMod_Characters.xml". Always use this naming format _ on the beginning of your files and textures when modding to avoid conflicts with other modders. Each mod should be separated with a unique folder. You can add more than one mod into the 'mods' directory.Place the new folder inside the 'assets/mods' directory.Place your mod files inside a new folder.If you find that the game crashes, simply delete your mod and restart the game By modding this game you may unintentionally cause the game to crash. I recommend that you play around with our testMod to learn about these XML config files. CharacterList.XML, an XML file that begins with tag.EquipmentList.XML, an XML file that begins with tag.For a Character Mod to be loaded properly you'll need to include a couple of XML config files.Place these files into your own Mod folder and place it inside the "assets/mods" folder. The final product should be a Texture Atlas PNG and XML file.You can also check out the TPS file included in the template. Select the Starling/Sparrow format to create your texture atlas in TexturePacker.To do this we use TexturePacker, you can download it for free here : Then you'll need to turn it into a Texture Atlas. After you have created your own game assets, export it into PNG sequences.If you don't have Flash we also provide you with the exported sprite images in PNG format. So, we provide you with the Flash CS5 template FLA file that you can modify.
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