Art

Composites

Stills

bobbleheads These are the heads that show up above units in the campaign map and in battle, the heads to the left of each unit tab, the head of the leader above the cities as well as the heads in the relationship screen (either that or the minis)



These are the heads that show up above units in the campaign map and in battle, the heads to the left of each unit tab, the head of the leader above the cities as well as the heads in the relationship screen (either that or the minis) halfbody There are shown in the relationship tab in character details, above the battle dialog and some other places I don't remember



There are shown in the relationship tab in character details, above the battle dialog and some other places I don't remember mini These are the heads above units when you zoom really far out



These are the heads above units when you zoom really far out unitcards These are the cards that you see in the retinue at the bottom of the screen as well as the portraits in your court.

I won't go into great detail here. I'll state what is needed and where and some extra caveats. How you make or get your images is up to you.Your character folder will be the name you gave it in the arts_table. Tohsaka Rin example:This is what the folder structure would look like:Now, this particular structure is only for unqiue characters. Fire and wood females fall under this category simple because no generic fire and wood females exist. Whether or not the game determines if your character will have a "generic" or "unique" folder structure depends on the ceos initial data you put in the database table above.For example, this is a sample of a generic fold structure (this is for Xin Xianying which will be included in the example package):This is the image that appears when you open character details as well as the panel on the left.Just follow the folder structure for either unique or generic depending on your character.All images must be PNG24 or else the game will not take it. To generate a PNG24 image in Photoshop, hit CONTROL+ALT+SHIFT+S and select PNG24 and save.All images in the composites folder will need to have meta data inserted into it. You can open TweakPNG and look at the images in the sample: You will notice that they all have a line like this[type:angry;x:-25;y:-75;z-order:0;pivot_x:0.5000;pivot_y:0.5000;]The x and y determine where on the screen the image will appear, increasing x moves to the right and increasing y moves it down. I believe pivot is to tie together the other images if there are any, I just leave them at 0.5. There is a type for each mood, and it makes it so that the image will only render for that mood. I believe you can make one image with the comment being all 3 moods but I haven't tried.Unlike other parts of modding, the comments can be adjusted and the changes will be applied if you reload your graphics. Simply changing resolutions and letting the game load again will change the positions in game. It makes it easier to position.These don't need to be in PNG24 format but I made everything PNG24 for consistancy.This is pretty straight forward for uniques, just make images with the correct sizes and you are all good.It's a little more complicated for generics. First every subfolder will have 2 set (one normal size and one large) of armor ancillary images. These need to be blank. This is the armor/cloth switching you see when generic generals switch armor. Each element/gender will have a set of these and you need to have files of the same name to replace the vanilla one otherwise the game will go search for vanilla files. You can exact the game's data to find the generics and copy the names over. The files just need to be blank pngs, size doesn't matter. Or you can download my mod from the nexus and find generic characters with the same element/gender and just copy the blank images en-mass. Same thing needs to be done for the large folder in each sub folder. And the faces folder contains the actual image.