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Sonic Racing: Crossworlds - UI Modding


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Posted
7 hours ago, Loki4Duty said:

Preview-1.png

Preview-2.png

Preview-3.png

Preview-1.png

Preview-2.png

Preview-3.png

Whoa, jeez that was fast! It‘s been less than half a day! 
 

Not complaining, obviously. Just amazed. 

Posted
18 hours ago, Dovahshling12 said:

She's here, and so is the Lewdtalk!

I redid a bit of the art to better match my current quality, and I think it looks great. Do let me know if there is any bad placement in the UI.

 

  Reveal hidden contents

LEWDTALK_KATARA.thumb.png.92cb551ae67896f61fa70b3cbd691ea5.pngSonicRacingCrossWorlds10_13_20265_42_34PM.thumb.png.c0809cfc42bd84d55a2d2010e71de937.pngScreenshot2026-10-13174830.thumb.png.610551afd4e41bc39e17c2d2ac3a64cf.pngSonicRacingCrossWorlds10_13_20265_46_53PM.thumb.png.79bdfe9dbc29ebdc35017f072abc7d22.png

 

LewdTalk Katara UI.7z 1.57 MB · 1 download

Dovah sorry to um bother you lol but I'd love it if you made a smaller-breasted variant of this to fit with the other variant of ProDaGamer's nude mod.

Posted
3 hours ago, asdf732 said:

Dovah sorry to um bother you lol but I'd love it if you made a smaller-breasted variant of this to fit with the other variant of ProDaGamer's nude mod.

sure i'll try to get around to it, as I am a little preoccupied rn

Posted
On 10/12/2026 at 8:58 PM, Mirukane said:

I'll look into it a bit but if there isn't some sort of easy solution that I just missed while screwing around, I don't think I'll make any progress on my own.

 

Outside of my day job I've spent the last couple of days looking into this, and while I'm pretty sure there's not some drag-and-drop solution, I'm trying to figure out why. What I'm learning is probably obvious stuff for anybody who knows UE5, but I don't, so this is kind of an adventure for me.

 

First, the UAnimatedTexture5 plugin I'm using enables the import of .gif files as a new asset type, UAnimatedTexture2D. So it's no wonder my test didn't work; SR:C just doesn't know what to do with the asset type because it isn't supported out of the box. However, the pak/utoc/ucas files for the test mod only have the replacement assets. I thought that, surely, the packaging process would include some part in the resulting files that would let the game recognize the asset type, so I included the pakchunk0 and global files generated by the build into the test mod folder. Naturally, this causes SR:C to crash immediately on startup, but whatever, I just did it to look at the files in Fmodel without changing my directory stettings. And, yeah, there's something here, but I don't really know what to make of it.

 

Spoiler

image.png.2bd28867ab9370b213b6370c3ab10768.png

image.png.5f9232d88ecf137d7bf5fa569c4febf5.png

 

The contents of AnimatedTexturePlugin.uplugin are also duplicated in UNION.upluginmanifest. I can't read, but 38 lines seems like very little to make a whole new asset type and its functionality work, so if it's in pakchunk0, I think Fmodel just can't see it. I would check the global files, but Fmodel won't show those in the game archives at all. Clearly, either my tools aren't capable of what I want, or I don't know how to use them properly.

 

Besides that, I also noticed a discrepancy that I hadn't before. All the stamp asset files are UTexture2D. According to the plugin documentation, the UAnimatedTexture2D isn't a child class of UTexture2D, but rather its parent class UTexture. So even if the game were modded to recognize the UAnimatedTexture2D asset type, it might still not work if the code for drawing the stamps on-screen specifically looks for a UTexture2D or its children. And if the goal is just to mod the game to allow animated stamps, it might be less hassle to just make the stamps an animated object the way most 2D animated objects work, i.e. by drawing from a sprite sheet. I don't know how much work it would be and/or instability that might cause compared to just modding the game to do an if-else and load stamp animations from a sprite sheet.

 

I don't intend to give up on this just yet, but I definitely don't expect usable results before the end of the month. There's plenty of other modding for me to do in the shorter term, as well as projects unrelated to SR:C that I've been putting off.

 

As an aside, I checked the test asset I packed in Fmodel, and oh my god. The animated .gif was seemingly converted byte by byte into JSON. The asset file is just a header, a footer, and fifty thousand lines of numbers. This is probably just Fmodel being unable to interpret the file graphically, but it really threw me when I saw it.

Spoiler

image.png.fdd887a50eef1ea9ecfc3d8d4740059a.png

 

Hopefully this doesn't bore people too much...

Posted (edited)

image.png.b8208dc81c29b787a0d6128b8fa5e637.png

Here's all the lewd decals mod decals for the Avatar festival.

ngl, not too big of a fan lol

Edited by asdf732
Posted
On 10/14/2026 at 11:35 PM, Mirukane said:

 

Outside of my day job I've spent the last couple of days looking into this, and while I'm pretty sure there's not some drag-and-drop solution, I'm trying to figure out why. What I'm learning is probably obvious stuff for anybody who knows UE5, but I don't, so this is kind of an adventure for me.

 

First, the UAnimatedTexture5 plugin I'm using enables the import of .gif files as a new asset type, UAnimatedTexture2D. So it's no wonder my test didn't work; SR:C just doesn't know what to do with the asset type because it isn't supported out of the box. However, the pak/utoc/ucas files for the test mod only have the replacement assets. I thought that, surely, the packaging process would include some part in the resulting files that would let the game recognize the asset type, so I included the pakchunk0 and global files generated by the build into the test mod folder. Naturally, this causes SR:C to crash immediately on startup, but whatever, I just did it to look at the files in Fmodel without changing my directory stettings. And, yeah, there's something here, but I don't really know what to make of it.

 

  Hide contents

image.png.2bd28867ab9370b213b6370c3ab10768.png

image.png.5f9232d88ecf137d7bf5fa569c4febf5.png

 

The contents of AnimatedTexturePlugin.uplugin are also duplicated in UNION.upluginmanifest. I can't read, but 38 lines seems like very little to make a whole new asset type and its functionality work, so if it's in pakchunk0, I think Fmodel just can't see it. I would check the global files, but Fmodel won't show those in the game archives at all. Clearly, either my tools aren't capable of what I want, or I don't know how to use them properly.

 

Besides that, I also noticed a discrepancy that I hadn't before. All the stamp asset files are UTexture2D. According to the plugin documentation, the UAnimatedTexture2D isn't a child class of UTexture2D, but rather its parent class UTexture. So even if the game were modded to recognize the UAnimatedTexture2D asset type, it might still not work if the code for drawing the stamps on-screen specifically looks for a UTexture2D or its children. And if the goal is just to mod the game to allow animated stamps, it might be less hassle to just make the stamps an animated object the way most 2D animated objects work, i.e. by drawing from a sprite sheet. I don't know how much work it would be and/or instability that might cause compared to just modding the game to do an if-else and load stamp animations from a sprite sheet.

 

I don't intend to give up on this just yet, but I definitely don't expect usable results before the end of the month. There's plenty of other modding for me to do in the shorter term, as well as projects unrelated to SR:C that I've been putting off.

 

As an aside, I checked the test asset I packed in Fmodel, and oh my god. The animated .gif was seemingly converted byte by byte into JSON. The asset file is just a header, a footer, and fifty thousand lines of numbers. This is probably just Fmodel being unable to interpret the file graphically, but it really threw me when I saw it.

  Reveal hidden contents

image.png.fdd887a50eef1ea9ecfc3d8d4740059a.png

 

Hopefully this doesn't bore people too much...

I just noticed this it looks like your using FModel but the weird thing is wouldn't the manifest be used in unreal engine settings as opposed to putting it in the file path to create the mods was that manifest in the original files.

Posted
6 hours ago, Loki4Duty said:

I just noticed this it looks like your using FModel but the weird thing is wouldn't the manifest be used in unreal engine settings as opposed to putting it in the file path to create the mods was that manifest in the original files.

 

I'm pretty sure that it is. The screencaps only show the .uplugin file, but I was just noting that the complete text of the .uplugin is duplicated in the manifest. I don't know if this actually means anything.

Posted
37 minutes ago, Mirukane said:

 

I'm pretty sure that it is. The screencaps only show the .uplugin file, but I was just noting that the complete text of the .uplugin is duplicated in the manifest. I don't know if this actually means anything.

Best of with your Project🫡👍

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