- WinRAR or 7-Zip to unpack the kit.
- Microsoft Visual C# 2010 Express
- Microsoft XNA Game Studio 4.0
- Image editing software such as MSPaint.
- A tool or a program that can convert white BGs to transparent (optional but still provided).
Texture Creation Kit.rar (441.7 MB)
| Backup.rar (161 KB)
| Conversion Tools.rar (48 KB)
| Required Programs.rar (441.4 MB)
Step #1: Getting Ready
Make sure you've downloaded Texture Creation Kit.rar and unzipped it somewhere easily accessible like your Desktop (all the example directories in the thread refer to it). You are provided with:
a) Setup files for all necessary programs.
b) A backup of the "Weapons" folder containing both PNG and XNB files (updated as of 23.04.2019 / version 1.2.0c)
c) Tools to convert the necessary files into editable image files, and vice versa.
If you don't want to download the whole pack, install any missing components of it while making sure you have all the required programs installed and have a valid backup of the XNB/PNG files in case something goes wrong.
Installing the required programs:
It is important to install the software in the correct order. Visual C# 2010 is required to run XNA Game Studio, while XNA Game Studio is required to run the texture conversion tools.
- (1) If you don't already have an unpacking program, get WinRAR [link].
(2) Install Microsoft C# 2010 Express first (via setup.exe).
(3) Install Microsoft XNA Game Studio 4.0 second (via XNAGS40_setup.exe)
(4) If you don't already have an image editing software (other than MSPaint) and don't want to look for one online, install paint.NET (via paint.net.4.1.6.install.exe)
In this step you'll get familiarized with the XNB to PNG Converter.
The problem many people face when trying to create custom textures for SFD is the game's texture file format. You see, SFD does not simply use image files as references to the weapons and items used in game, but rather "encrypted" .XNB files, hence why it is considered troublesome to create custom textures for it. You cannot edit .XNB files with regular image editing software, and thus you are required to convert them into "readable" image files image editors can actually read - which is exactly what we're going to do with the XNB to PNG Converter.
Its main uses are:
- Converting the default SFD .XNB files to .PNG so they can be edited manually.
- Converting other users' textures for manual editing in case they don't provided the necessary .PNG files themselves.
Alternatively, use the tool yourself by following these steps:
- (1) Obtain the .XNB files of a weapon of your choice by accessing the main SFD file directory. It should look like this:
C: \ My Games \ Superfighters Deluxe \ Content \ Data \ Images \ Weapons
(2) Copy-paste the files into the "Input" folder of the XNB to PNG Converter. Its directory should look like this:
C: \ Users \ YOURNAME \ Desktop \ Texture Creation Kit \ Conversion Tools \ XNB to PNG Converter \ Input
(3) Run XNB_to_PNG_Converter.exe
(4) After the CMD popup states the process has "Finished!", focus the window and press any key to close it.
(5) Grab the files from the "Output" folder and proceed to the next step in the tutorial. The folder is found within this directory:
C: \ Users \ YOURNAME \ Desktop \ Texture Creation Kit \ Conversion Tools \ XNB to PNG Converter \ Output
There's not much to this step since it heavily relies upon your artistic vision. "Good looking" is subjective and as such everybody can create and publish their own creations freely. I'll go through the generic texture editing process and touch on some technical aspects required to make the textures look and work properly.
The .PNG files you obtained in step #2 are now ready to be tinkered with; they're 32x32 sprites (smaller sprites for magazines and misc items) named in a certain pattern corresponding to the sprite's "role" in-game. Here's a list of some of the more common "roles" you'll encounter:
- WeaponD.png - Drawn. The sprite you see when the weapon is equipped/held and is also shown when hipfiring.
- WeaponDReload.png - Weapon is Drawn and being Reloaded. The sprite you see when you reload the weapon (usually WeaponD.png without its magazine attached).
- WeaponM.png - Model(?). The sprite you see when:
a) the weapon is dropped out of a supply crate;
b) you drop the weapon on the ground;
c) the weapon is inside your hotbar.
- WeaponS.png - Sheathed. The sprite you see when a different weapon is equipped and the modded one is sheathed on your fighter's back.
- WeaponH.png - Holster. The holster of the weapon shown on the fighter whenever the weapon inside it is being held (is equipped).
- WeaponThrowing.png - Throw mode toggled. The sprite used when the fighter holds the weapon out in order to throw it. Usually WeaponM.png tilted 90° to the left or right.
- MeleeDebris1.png / MeleeDebris2.png - The sprites of a broken melee weapon. Usually two broken halves.
- EquipmentT.png - Thrown. The sprite of the thrown molotov cocktail/grenade/mine/C4. Also used when simply holding the item, similarly to WeaponM.png.
- MagWeapon.png - Magazine. The sprite of the weapon magazine, should match the one shown in WeaponD.png since it drops to the ground upon reloading.
To prevent that, manually change every pixel that's not part of the sprite/around the sprite to be transparent via the Magic Wand tool or the Eraser tool if you're using paint.NET. Here's a short tutorial explaining how to do it.
Alternatively, change the pixels you want to be transparent to Magenta. I would not recommend doing that because it strains your eyes over a period of time and looks bad in image previews, but the game will read that color as if it were transparent in a case where you do not to use external tools or software to make them so yourself.
Another key thing to note is the position of the weapon model inside the sprite itself. You may wonder why the model isn't centered or isn't clipped to one of the corners of the 32x32 sprite, and may want to change it so your texture set looks more organized or becomes easier to edit. The position of the weapon inside the sprite sheet plays a significant role and shouldn't be changed unless you know the sprite needs spacing adjustments beforehand.
Imagine your in-game fighter standing in the background of the sprite holding the weapon. It will (hopefully) help you visualize where the texture should be positioned and adjust its height/length accordingly. If you'd rather play it safe don't delete the old model when you create a new one (assuming you're not simply recoloring the original texture); draw it below/above the original, or on a separate draft file. When you're done, simply replace the old texture with the new one, trying to put the corners of the new weapon right on top of the old one (using the weapon's trigger guard or stock placement as guidelines).
Test the textures in-game - if the model is too high/low or is placed too far to the right/left of the character, go back to your sprite and move it one pixel in any direction at a time until you get a satisfactory result. Trial and error are key here, so don't get discouraged if each "simple" change is taking as much as a full hour of your time. You'll get used to it and perfect your technique as long as you attempt doing it enough.
Remember: saving files with MS Paint will always convert transparent backgrounds to white, unless they're Magenta.
Step #4: Saving the Textures As Usable .XNB Files
In this step you'll be reversing the process done in step #1 via the PNG to XNB Formatter tool. Since you cannot simply play with your modified .PNG files, you'll need to convert them back into .XNB files so the original files can be replaced with them. The tool only works for Windows 7 or operating systems that predate it. If you're running Windows 8 or Windows 10, download the tool @TimeWorker uses in his tutorial.
Gather your modified sprites in one place, like the Desktop. Now run XNAFormatter.exe from the following directory:
C: \ Users \ YOURNAME \ Desktop \ Texture Creation Kit \ Conversion Tools \ PNG to XNB Formatter
Once the window opens, follow these steps:
- (1) Check the "Compress Output?" and "Log Output?" boxes at the bottom of the window, right next to the 'Convert' button.
(2) Click the 'Browse' button right next to the 'Source File(s)' field. Navigate to the directory of your modified textures (example: Desktop) and select all the files you wish to convert (either by bandboxing or holding the Ctrl button and clicking on each one separately).
(3) Ensure that the "Output Directory" field points to the 'Content' folder inside the tool directory. If it doesn't, click 'Browse' and input the following directory in:
C: \ Users \ YOURNAME \ Desktop \ Texture Creation Kit \ Conversion Tools \ PNG to XNB Formatter \ Content
(4) Click 'Convert' and wait for a "Build Completed" notification. Once the 'Source File(s)' field goes empty close the tool window.
(5) Navigate to the 'Content' folder you used as the output directory in step #3, and grab your converted file(s).
If you were using the same location as a directory for all your modified/converted files, you now have two sets of textures - .XNB files and .PNG files. Save the .PNG files somewhere so you can modify them in the future. Now, take the .XNB files and move them into the directory of the game, which was also used in step #2. Ranged primary weaponry goes into Content \ Data \ Images \ Weapons \ Rifles, magazines go into Content \ Data \ Images \ Weapons \ Other, equipment goes into Content \ Data \ Images \ Weapons \ Thrown etc etc.
Once you move the file(s) you'll be prompted to either move and replace the copies, or keep both. Do NOT use the "keep both" option, simply replace all the files. If you don't get prompted to replace them you either:
- 1) did not name the file(s) properly (capitalization is important),
2) renamed the file,
3) accidentally deleted the original file beforehand.
Credits ~~ Thanks for reading! ~~