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I Need help putting my Fakemon ingame.

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Danieru

Trainer
What ive done:
First, I copied the "Onix/Animation" folder, used a program (XNA exporter) to change "Front" from a XNB fine, to a PNG to use it as a template to create my fakemon. I used Paint.net, put the Onix sprites on a Layer called Background, changed the opacity. Then i started designing my sprites/animation for my fakemon, on a seperate layer called Pokemon. After completing the whole spritesheet, I deleted the Background layer, and used a program (XNA Formatter) to change the PNG back into a XNB file. After doing that, I went to the data folder (Pokemon/Content/Pokemon/Data), copied & editted the 1's (bulbasaur) data file, changing the pokedex number to 252, and name to EGG (cos thats what i named it for now), Then i went to the Animations folder, created a new folder called "EGG" and put "Front" inside (egg's front spritesheet), aswell as a coppied Onix "Back" just for testing purposes. Then i go to
Route29.poke (pokemon/maps/poke/Route29) and I add the following to the last line: {0|252|55|1,2,3|3,3}, and then i save it.

Now here lies the problem:
I get on to the game, go down to route29, I go into the tall grass, encounter it, but it comes out as an Onix (Its name does apear as egg though).

Anyone know how to fix this?

Thanks.
 

Splint

Champion
What ive done:
First, I copied the "Onix/Animation" folder, used a program (XNA exporter) to change "Front" from a XNB fine, to a PNG to use it as a template to create my fakemon. I used Paint.net, put the Onix sprites on a Layer called Background, changed the opacity. Then i started designing my sprites/animation for my fakemon, on a seperate layer called Pokemon. After completing the whole spritesheet, I deleted the Background layer, and used a program (XNA Formatter) to change the PNG back into a XNB file. After doing that, I went to the data folder (Pokemon/Content/Pokemon/Data), copied & editted the 1's (bulbasaur) data file, changing the pokedex number to 252, and name to EGG (cos thats what i named it for now), Then i went to the Animations folder, created a new folder called "EGG" and put "Front" inside (egg's front spritesheet), aswell as a coppied Onix "Back" just for testing purposes. Then i go to
Route29.poke (pokemon/maps/poke/Route29) and I add the following to the last line: {0|252|55|1,2,3|3,3}, and then i save it.

Now here lies the problem:
I get on to the game, go down to route29, I go into the tall grass, encounter it, but it comes out as an Onix (Its name does apear as egg though).

Anyone know how to fix this?

Thanks.
Basic steps u need to follow are:
  • Create a new .dat file in pokemon\Content\Pokemon\Data
    • Change the pokedex number to the one u want to use (inside the FILE!)
    • Change the pokemon name to a name u want to use (inside the FILE!)
    • Change the actual .dat filename to the number you are using!
  • Create a new folder in pokemon\Content\Pokemon\Animations use the EXACT same name as u used in the .dat file you created in the data folder
    • Inside there should be your edited 4 files front / front_s / back / back_s these are all XNB format
  • Under pokemon\Content\Sounds\Cries make sure there is a crie sound with the number you choose in the pokemon .dat file
Retrace these steps and see if you have done all these things.

Edit: Choosing a to high of a number or 0 will result in the game crashing as it cannot find the appropriate image for your pokémon in the party / pokedex i do not know up until what number it goes but my guess is just up to number 251.

The game will work fine until you open up your pokedex / party.
 

Danieru

Trainer
Thankyou so much dude!
All i needed to do is add all four things in the animations folder (Before i only put Front and Back, but now i added Front_s and back_s) :D
 

DracoHouston

Kolben Developer
Contributor
Basic steps u need to follow are:
  • Create a new .dat file in pokemon\Content\Pokemon\Data
    • Change the pokedex number to the one u want to use (inside the FILE!)
    • Change the pokemon name to a name u want to use (inside the FILE!)
    • Change the actual .dat filename to the number you are using!
  • Create a new folder in pokemon\Content\Pokemon\Animations use the EXACT same name as u used in the .dat file you created in the data folder
    • Inside there should be your edited 4 files front / front_s / back / back_s these are all XNB format
  • Under pokemon\Content\Sounds\Cries make sure there is a crie sound with the number you choose in the pokemon .dat file
Retrace these steps and see if you have done all these things.

Edit: Choosing a to high of a number or 0 will result in the game crashing as it cannot find the appropriate image for your pokémon in the party / pokedex i do not know up until what number it goes but my guess is just up to number 251.

The game will work fine until you open up your pokedex / party.
the sheet has a sprite for every single pokemon so the game is using 1-251 and the other 400 numbers are free... for now. ideally it wont be a problem later
 

DracoHouston

Kolben Developer
Contributor
Oh yeah, Has anyon came up with a template spritesheet for Pokemon3D?
there is no template for the pokemon sprite sheets, its the frames of a gif, you can do this with any gif using gifmaker and the pokemonspritemaker tools



your animated sprite need only look good from the front for the front sprites, and good from the back for the back sprites :p
 

DracoHouston

Kolben Developer
Contributor
http://dracohouston.net/pokemon/tools/ all the tools we use for this stuff

oh and if you source the sprite from an animated gif it can't have too many frames and can't be bigger than 128x128. pokemon can have as many frames as they like as long as they don't make the spritesheet bigger than 2056x2056
 
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