xerrafoglu Posted June 14, 2025 Posted June 14, 2025 Hey, what about a mod to exchange the game's official artwork for some lewd artwork of the naked girls? 1
ClosetOfDoom Posted November 14, 2025 Posted November 14, 2025 9 hours ago, AdellB said: is there mods for the RCG2 ? None yet 2
tanisige Posted January 9 Posted January 9 (edited) Spoiler Referencing the PANTYSHOT mod of Hugh Neutron, I rewrote the kyoko's sprites sheet. While my skill is insufficient and controlling the skirt moving was difficult, it has reached a certain level. Because RCG2 uses a different character sprite sheet system, editing was extremely hard; however, I was able to bring it close to the level of RCG1. As with RCG1, RCG2 defines character sprites using the Texture2D files "sactx_256x512_Uncompressed_Kyoko_Atlas" and "sactx_2048x2048_Uncompressed_Kyoko". However, these Texture2D files do not contain colors; the pixels are controlled by the PNG alpha channel and the Kyoko_Palette. After exporting sactx_256x512_Uncompressed_Kyoko_Atlas and sactx_2048x2048_Uncompressed_Kyoko as PNG files, I added a layer mask in GIMP to transfer the alpha channel. I edited the sprites by comparing the transparency intensity with the palette. For example, if you want to use the white color, you can pick the Kyoko’s socks area in the alpha-channel sprite with the eyedropper tool and see that its lightness value is 22.1. By changing the lightness of the pixels you want to paint white to 22.1, you can edit the sprite accordingly. This is a very primitive method, so it is not well suited for more complex pixel editing; however, it is not impossible. RCG2 RCG1_kyoko.zip RCG2_kyoko.zip Edited January 9 by tanisige 3
Obligitury Posted January 9 Posted January 9 2 hours ago, tanisige said: Hide contents Referencing the PANTYSHOT mod of Hugh Neutron, I rewrote the kyoko's sprites sheet. While my skill is insufficient and controlling the skirt moving was difficult, it has reached a certain level. Because RCG2 uses a different character sprite sheet system, editing was extremely hard; however, I was able to bring it close to the level of RCG1. As with RCG1, RCG2 defines character sprites using the Texture2D files "sactx_256x512_Uncompressed_Kyoko_Atlas" and "sactx_2048x2048_Uncompressed_Kyoko". However, these Texture2D files do not contain colors; the pixels are controlled by the PNG alpha channel and the Kyoko_Palette. After exporting sactx_256x512_Uncompressed_Kyoko_Atlas and sactx_2048x2048_Uncompressed_Kyoko as PNG files, I added a layer mask in GIMP to transfer the alpha channel. I edited the sprites by comparing the transparency intensity with the palette. For example, if you want to use the white color, you can pick the Kyoko’s socks area in the alpha-channel sprite with the eyedropper tool and see that its lightness value is 22.1. By changing the lightness of the pixels you want to paint white to 22.1, you can edit the sprite accordingly. This is a very primitive method, so it is not well suited for more complex pixel editing; however, it is not impossible. RCG2 RCG1_kyoko.zip 6.26 MB · 0 downloads RCG2_kyoko.zip 225.77 MB · 0 downloads Bless you for the blessed Panty edits. You are a true hero to beat-em-up heroes everywhere.
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