How to Create Character Files for Attorney Online:
So you want to make a custom character for Attorney Online. I am going to make this clear and easy to follow step by step guide. Following this you should be a master in no time.
( PNG Youtube Tutorial ) ( GIF Youtube Tutorial [Abandoned] )
Please note: This tutorial was made in 2019. It's still valid and usable but may lack advanced character creation features present in AO client updates that have/may have taken place since.
Step 0: Required tools:
Character Sprites, artwork, PNGs, Ect. Ect.
Editing Service: GIMP, Photoshop, MS Paint?, Pixlr (My recommendation for editing online, free, without a program). Anything that can work with .GIF or .PNG file types
Editing Service Optional: Anything that can make .GIFs or edit .GIF files for animations
Time
Patience
(Blank folder was removed because of confusion. Have Kud and Sasami as they were the provided examples for characters in the video)
Kud: https://drive.google.com/file/d/1Kxl3e31f9yP9Nctq1HLyo4mpNTkosceC/view?usp=drive_link
Sasami: https://drive.google.com/file/d/1lsZdAlVNEBlwoTLmy2KPsoyoImjZ8TQ4/view?usp=sharing
Step 0.5: Gathering your work station
Make sure you have time set aside and a clear head to work with. Make sure you have your programs and files neatly sorted out and ready to work with.
Here is a short break down:
Have a folder with all the RAW image files you are going to use
Have a vanilla character open to the side to look at just to help you keep from getting lost
Have all your programs open and ready to use
Have your Attorney Online folder open cuz you’re probably gonna jump around a few times
Music is optional but highly recommended
Step 1: Converting your RAW images into AO format.
Take your Raw image files and convert them into the size you need.
Helpful Tip: Add the character into a no transparency 256x192 (or any 4:3) and then shrink the character. Converting by machine is gonna give you a smashed character.
AO files are usually .PNG or .GIF and size 256 x 192 however files of the aspect ratio (4:3) can be used as well!
For example: 800x600, 512x284, classic 256x192
If your character is already in one of these sizes then congratulations! You now have an higher resolution character with none of the work! Feel free to edit to your hearts content or use as is (provided they fit)!
Make sure your character is centered. If your character is in another position (defense bench, prosecution bench, judge, ect) then set them accordingly.
I usually use the witness stand file as a layer in my image editor. Either setting it in the background or layering it on top to make sure my characters are in the center of the screen. Make sure you remove the layer before saving. You may also use defense/pro benches as well if your character is located in those positions.
Included as well is the chatbox. This helps you tell more accurately where the text is going to overlap your character. Helpful for details and sizing.
To use PNG type characters easily, use the Emotes folder and the char PNG ini. (rename to: char). This will allow you to name every PNG as a number and save a ton of time.
Use numbers as the emote names to save a ton of time and fiddling with the ini. You can use names like "thinking" for emote names. Numbers are faster but less descriptive.
You can name every emote in a style that helps you know what emote is what. Just remember to ensure they match in the Ini, the buttons/emotions folder, and the emotes themselves! (it's a common error to accidentally save an emote to the wrong button or mistype it in the ini because of a naming error!)
Remove the (char GIF) file and use char PNG as a base. Rename it to: char
Helpful Tip: In the ini, you may use FolderName/ImageName for any number of folders. This can be helpful in making and keeping emotes separate.
>[emotion number] = comment#pre-animation#foldername/imagename#modifier#
To use GIF type characters be sure to name all .GIF files according to the (a) (b) format. GIFs are separated into 2 parts.
(a) is the idle animation. Or, the animation you want them to do initially. (depending on the mode you select. Such as setting it so the character will do this as a pre-animation).
(b) is for talking animation.
If you are using a GIF style format use the GIF char ini as a base and remove the (char PNG) and (Emotes) files. Rename the char GIF file to: char
It may be helpful to use a program to break apart the images of a GIF you are trying to resize. Then changing the size of each individual image into PNGs 256 x 192
Then using a program to combine the separate PNGs back into a moving GIF.
If you use this method remember: the last image of the gif will snap back to the first image/frame of the gif. So make sure any moving animations have a few frames that will move their pose back to the same pose as the first frame. Failing to do so means a jarring character that will snap their pose every time the GIF cycle has finished.
Helpful Tip: Use similar poses of your character as layers to ensure they match pixel perfect.
The last thing you want is a character that wobbles one pixel left and right/up and down every time you speak. Really zoom in and make sure they are lined up pixel to pixel.
Step 1.5: Phantom Pixels, AKA White Character Outlines of DEATH
Some characters and sprite rips may or may not come with phantom pixels.
The easiest method i’ve found to tell is to get both a white and a black background layer. 1 solid color. And trim out all the phantom pixels with the eraser. You may end up having to pixel by pixel edit an image to remove every single spec.
CHECK EVERY TIME YOU START A NEW RAW IMAGE CONVERSION
I cannot stress enough how simple a mistake it is to not check every time. It takes five seconds to just click on and off both the white and the black BG to check. If you fail to do so you may end up finishing a character and then ending up needing to come back to edit it because you noticed a phantom white or black pixel that maybe only you will see but it’s gonna drive you nuts.
Just check every time.
If you’re ripping a character out of a BG manually, well i wish you luck friend. The lasso and select tools will be your best friend. But you’re gonna end up wasting hours of your life hand editing every image pixel by pixel. You have my deepest sympathy.
Step 2: Editing the Ini
Here is a helpful guide to figuring out how the ini files work.
PNG Steps:
If you use the PNG format file you should be almost done with the ini already. You should have all your PNG images named as numbers and in the Emotes folder.
Helpful Tip: In the ini, you may use FolderName/ImageName for any number of folders. This can be helpful in making and keeping emotes separate.
>[emotion number] = comment#pre-animation#foldername/imagename#modifier#
All that is left is to open the Ini, add the character name
(The name of the folder the character is in. It MUST match the name of the folder. Make sure you include capitals, lowercase, and spaces)
The showname: is for the name players will see in the chatbox.
Remove/Increase excess emotes from the ini and edit the number line to equal how many emotes you have. Be sure to do the same with both sound sections.
GIF Steps:
If you used the GIF format you should read the guide posted above for more detail on what specific GIF settings do for animations. This guide might help as well.
(The name in the ini must match the character folder name. It MUST match the name of the folder. Make sure you include capitals, lowercase, and spaces)
Remove/Increase excess emotes from the ini and edit the number line to equal how many emotes you have. Be sure to do the same with both sound sections.
Ensure that you name all of the emotes in the Ini as needed.
Be sure to delete the format guide that’s pasted inside the ini!
Helpful Tip: Take a look at a vanilla character that uses GIFs Ini to help you understand.
Ini swapping tutorial Here < if interested
Step 3: The emotions folder and buttons. Buttons are 40 x 40 PNGs
Finally some progress! You’ve managed to make a bunch of sprites just the right size for AO.
You have a folder that looks like one of the following:
PNG
GIF
You have your Raw images formatted into GIF and/or PNGs of the correct size. You have them neatly named so they dont get lost. Now it’s time for to deal with that pesky emotions folder
The emotions folder is the folder that contains all of the buttons you select that help you keep track of what sprite is what.
Helpful Tip: Make sure you take a moment and really look at your emotes. Make sure they ALL match what they are supposed to be. Your anger sprites are your anger sprites. And they are numbered or named properly!
Make sure you have all of your images set so that their names are clear and ordered.
The order you MUST follow for emotes is the order set in your Ini file.
If you are using GIF format make sure you are following the Ini. If you try to look back and forth between the sprites names you might make a mistake. Ensure your names match the Ini ahead of time so that doesnt happen!
Step 3.5: The Time Waster 40 x 40 PNGs
1 image at a time you need to crop the an image that tells you exactly what emote that button is tied to. Feel free to use your own background.
Decide now if you want emotes to be dark until you select them or have them be light and then dark when they are selected.
Check mark your way through every emote.
Open the emote in the editor. Snap a 40 x 40 crop of the major action or emotion conveyed.
Add in a BG layer. (Optional)
Save the button as either on or off.
The # should be the number it is listed as in the Ini file. Emote 7 = button7_(off/on)
(This one should be your colorized option. Selecting to use lights as on buttons means emotes will be dark until they are selected for use. Selecting lights as the off button means the selected emote will appear dark)
button#_on button#_off
4. Either create the opposite Off/On button using saturation or style of choice.
Or move to the next On button and save doing the Off buttons till the end.
Both methods take the same amount of time.
Make sure all your buttons match their images.
Make sure they are all named in the correct format. ( button#_off ) ( button#_on )
The # should be the number it is listed as in the Ini file. Emote 7 = button 7
Make sure they are all in the emotions folder
Make sure they are all PNG 40 x 40
Step 4 (Optional): Character Selection Icon 60 x 60 PNG
Character icons are found in:
base>misc>demothings
Always 60 x 60 PNG.
They have an On and Off button.
They must be named properly. All spaces must be _
CharacterName_char_icon
CharacterName_char_icon_chosen
You’re done. You should have a fully working character. Test them out!
Trial and error is one of the best teachers.