Zero Sievert

This Guide will teach you how to make a custom sprite for the game and proper file formats


Requirement
  • Aseprite - Or your sprite making tool choices, but we'll exclusively use Aseprite in this guide
  • Undertale Mod Tool - This is only needed to get the sprite name, their framecount and x,y coordinates. You don't need to code anything

You can get Aseprite on steam or compile them yourself for free because it's open source.
For Undertale Mod Tool Installation, click the link (orange text) go to the download section and choose the stable build. Then hover down and click UndertaleModTool_v0.5.1.0.zip. After finishing the download, extract the zip to anywhere you want.



Getting the sprite name, their framecount, x,y coords and bounding box value
Head over to Zero Sievert game folder in Steam/steamapps/common/Zero Sievert/
Then find a file named data.win and right click the file, then choose open with. You may get a warning that says windows can't open this type of file this is to be expected, click Try an app on this pc. Checklist always use this app to open .win files then hover down and click Look for another app on this PC. Locate to where you extracted your UndertaleModTool then choose UndertaleModTool.exe


The tool should now show up, you don't need to worry about corrupting your game files because the tool will never make any changes to the original game assets. Now you can click on the Sprites tab to see all of the game sprites that you can modify.

We'll be taking a look at the wolf sprite for example, there is a search bar at the top then type lupo
at the Sprites tab, choose the first file which is s_lupo_idle1
You will get shown a lot of information but the only thing we need are the sprite name, x,y coords, bounding box mode and frame count


From the image above you should now know what's the sprite name, their frame count and x,y coordinates which is
s_lupo_idle1
bounding box mode 0
7 Frame Count
XCoords 17 and YCoords 8


Making the custom sprite in Aseprite
Click the export all frames then save the file to anywhere. You will get asked if you to include padding, choose No. you can quit the UndertaleModTool now, and when you're asked if you want to save the changes, choose No

Open the Aseprite app, click open files then navigate to where you exported the game sprite. in the sprite folder choose any of the files.
you will get a notice from Aseprite if you want to load the following files as an animation, choose agree.

From this point onwards, you are free to make any adjustment to the sprite, be it a simple recolor or adding more frames to the sprite. go crazy!
*keep in mind that you need to remember how much frames you have if you added more frames.
There's plenty Tutorial for making the sprites so i won't be explaining how to make a good sprite.
if you'd like to know what's the sprite size and change them you can simply press Ctrl + Alt + i

Assuming that you've done making the changes to the sprite, press Ctrl + E
At the Layout tab, choose the sheet type as Horizontal Strip
At the Output tab, checklist the Output File then press export.
Your exported file should be located inside the folder where you export the game sprite, named s_lupo_idle1_1-sheet.png


Proper Filename Format
Assuming that you have installed Custom Sprite Framework Mod, In order for the sprite to be loaded in the game you need to follow the correct sprite naming convention, which is SpriteName_fcount_xorg_yorg_bbox.png
in this case we're gonna change the wolf sprite name to use default format, it should be s_lupo_idle1_fcount7_xorg17_yorg8.png

Now, you might wonder where is the _bbox prefix ?
you don't need to set the _bbox prefix if their bounding box mode are 0, that's because by default it already sets it to 0
*if you've added more frames you need to adjust the fcount to the number of frames you have

Make a new folder inside Zero Sievert Folder with the following directory Zero Sievert/mods/textures/
Place the custom sprite there and check in-game to see if you changed the sprite correctly.



Publishing your mod in nexusmods  (Optional)
So, you've made your custom sprtte and would like to publish to nexus, no problem.
First thing first, You need to ZIP your mod files with the correct directory which is mods/textures/yoursprite.png here
After making sure your file format are correct you can now upload your mod files to nexus.


When making the modpage for your mod, you should atleast link the requirement mod which is the Custom Sprite Framework Mod
you can use my Red Wulf modpage as a reference in this Link 


Frequently asked questions
Q : The sprite that i'm making are a single static sprite, not an animated sprite, what should i do ?
A :  Just proceed making your sprite normally upto the point before exporting your sprite. Press Ctrl + Shift + Alt + S then export the file. use the correct naming convention and set the frame count to 1 like this for example s_item_water_bottle_fcount1_xorg0_yorg0.png

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yajneS

3 comments

  1. CheesyBreakfastLol
    CheesyBreakfastLol
    • member
    • 0 kudos
    trying to load the data.win file just gives me a bunch of errors
  2. RealKatros
    RealKatros
    • member
    • 0 kudos
    For some reason, whenever I replace a sprite, (despite it being the same 124x124 as the original I want to replace) it always shows up in the program (and by extension the game) at double the size and half the image gets cut off. How do I prevent that from happening? This wasn't an issue before
    1. yajneS
      yajneS
      • premium
      • 28 kudos
      That's caused by incorrect frame count