# kin, if ur seeing this, please me of future.. complete the colors ;w; # please look in the reference for the image result while reading this on res/npcs/canidmonstertutorial.png # and canidmonster/*.png to see how it works on the spritesheet # how to use this file # here is the entity name: " type canidmonster # color ranges have the colors per color mask, from min to max during # noise generation { sprite # emote definition (yes, defines can have space :3c) stare around look down breathe # folder where the sprites will be " folder canidmonster # fb: front back | lr: left right | ud: up down i fb-framew 32 i fb-frameh 128 # note: i recommend 2x width on the side view in case of the running animation being wide # well this is mostly for vertically standing beings, for horizontal then do whatever i lr-framew 64 i lr-frameh 128 i ud-framew 64 i ud-frameh 32 # frame count, not defined animations wont be loaded i idle 4 i walk 8 i run 8 i swim 8 } { colorranges # define range names 1 2 3 shiny # if generate a shiny one, all colors must be the same { forcedequals shiny } # the class name will be the color used as mask, if you use a color range, then the color generated # will be a tint over the existing texture instead of full replacement. it will overlay one another # ex color range: #{ aaaaaa-ffffff # in this example, the color ffffff is the belly { ffffff # here we set which noise, this is an optional setting since it wont do noise if you dont set # it will just use the first color for the range " noise random # here you set if you want it to repeat, if yes then it will use the 4d torus technique to seamlessly repeat # 20 here is horizontal, 10 is vertical #" param repeat 20 10 i frequency 1 i amplitude 1 i octave 1 # now we finally define the ranges, the name is the range between 1.0 and 0.0 # this have a 2d range format. # x_y.y # x is the name of the range, since you could have multiple color ranges # this range for example is good for gray fur with brown spots h 1_0.35 777777 h 1_0.3 bbbbbb h 1_0.29 6b4422 h ezra_0.0 ffffff # also you can make ranges glow! (not be affected by ambient light) { glow 3 } } # end of range ffffff }