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Hello-
I downloaded and tried using RTB's Asset Studio SpriteMod for Cuphead, however, it throws an error every time I click on one of the sprites. I am also not able to extract any of the assets. I have experienced this issue using the SpriteMod just by itself as well as copying the SpriteMod files over the full Asset Studio installation of 16.47 which it appears to be based on.

The errors read as follows (for one of the the Cuphead jump sprites, for example)

Preview sprite: cuphead_jump_0002 error
The type initializer for 'Texture2DDecoder.TextureDecoder.DecodeBC7(Byte[] data Int32 width, Int32 height, Byte[] image) in

F:\Tools\AssetStudio-master\AssetStudioUtility\Texture2DDecoderWrapper\TextureDecoder.cs line 170

F:\Tools\AssetStudio-master\AssetStudioUtility\Texture2DConverter\TextureDecoder.cs line 506

..and there are several others. It looks like it is trying to read from the F: drive which I do not have on my PC. I attached a screenshot of the whole message. Has anyone else experience this issue?

Thank you.
Sounds like I must've broken something with the original compile, because you're not the first person to bring this up. Can you try this build and let me know if it works?

https://mega.nz/file/PxZ3TY4B#LC37cC0nN5...yvh4TIL1Fw
https://mega.nz/file/L1I3gJbQ#W8xTdkWNjo...x09-XXsLa0
(01-16-2023, 04:19 PM)Random Talking Bush Wrote: [ -> ]Sounds like I must've broken something with the original compile, because you're not the first person to bring this up. Can you try this build and let me know if it works?

https://mega.nz/file/PxZ3TY4B#LC37cC0nN5...yvh4TIL1Fw

Hi RTB,
Thanks very much for replying. I tried this new version however I still receive a similar error (regarding a look for some files on the F:/ drive) . I tried using the net6.0windows and net472 versions. net5.0windows didn't load for me as I guess I do not have that installed.

Also I did want to mention that I can open the atlas in question (atlas_map_player) using the regular AssetStudio 16,47 version

Thank you.
Hrm. What happens when you replace the runtimes, x64 and x86 folders from that with the original v0.16.47's?
(01-16-2023, 10:53 PM)Random Talking Bush Wrote: [ -> ]Hrm. What happens when you replace the runtimes, x64 and x86 folders from that with the original v0.16.47's?

I'll tell you what happens..... IT WORKS! I replaced the x64 and x86 folders (not the actual runtimes folder) and now it works. Wow this is fantastic. All the animations have the same frame size and Cuphead and Mugman are centered. No adjustments needed! Thanks RTB!!!
Excellent! I'm not exactly sure why that happened, but I'm glad it was a simple fix. I'll go repackage that and replace the original links now!
Centered sprites in AssetStudio?

Finally! Is it okay if you can link me your fork of AssetStudio, RTB?

Wait, nevermind, found a link to your fork and it doesn't really have the issue fixed.

DogToon uses AssetStudio, but they don't get the frame size issue. Might oughta make a thread about this.
(01-17-2023, 06:18 PM)RiffOsci Wrote: [ -> ]Centered sprites in AssetStudio?

Finally! Is it okay if you can link me your fork of AssetStudio, RTB?

Wait, nevermind, found a link to your fork and it doesn't really have the issue fixed.

DogToon uses AssetStudio, but they don't get the frame size issue. Might oughta make a thread about this.
It's just a local build for now, I hadn't actually uploaded it to my GitHub page. If you want to set it up for yourself, download the current AssetStudio master, and replace one of the files with the respective one I've included in the "_source" sub-folder (as that's the only one I ended up changing), and then you can build it with the adjustments I've made.

(That being said, I really should update that QuickBMS repository of mine, it's really outdated. And set one up for my 3DS Max scripts while I'm at it.)

(EDIT: Went and made a proper fork now: https://github.com/RandomTBush/AssetStudio )