The Genesis Project

The Genesis Project

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Making Mod's Guide
By Gebo
Want to make a custom weapon?
or a hat or some kind of clothing?
this is the Guide for that type of BS. :)
   
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How to use TGPToolChain
"Download the latest build, unpack it somewhere (this is important!) and then run the TGPToolchain.exe file.After it opens up, head to the "Settings" tab and browse to your game folder.
If it's a valid path, you will see a bunch of items and recipes on the respective tabs. If it isn't, this program will tell you."
(MEELE) WEAPONS
Melee Weapons


1.Use the sprite base to compare the size of your weapon to the sprites. This is how big it will appear ingame.

2.Save the weapon by itself as its own transparent PNG. To ensure the player holds it properly, make sure the handle of the weapon is in the very center of the image (the weapon should be vertical).

3.Open The Genesis Project folder,
go to The Genesis Project_Data>StreamingAssets. If there isn’t one already, add a new folder here called “CustomItems”

4.Add another folder in ItemMods named after your item.

5.Place your weapon sprite in that folder. Make sure it is named after the folder.

6.While we’re in ItemMods. add your item’s icon in ItemMods outside of the folder with your weapon sprite. Make sure it’s the same name as the folder.
This icon is what appears on the captcha card.

To reiterate, you should end up with:
CustomItems folder containing your weapon folder and icon
Weapon folder containing your weapon sprite
Icon, weapon folder, and weapon sprite share the same name

7.Open TGPToolchain. Click on “Create Item”

Now you have some fields to fill out. Here’s what to do for each of them;
Code: This can be whatever you want, but make sure it’s 8 letters long. This is the code used to spawn your item with the /item command.
Name: The name of your item that will be displayed ingame.
Description: A description of your item.
Prefab: Put “ItemObject”
Strifekind: Put your strifekind of choice. See the “List of Strifekinds” section.
Weaponsprite: Make sure this matches the name of your folder.
Icon: Make sure this matches the name of your folder.
Grist/Damage: How much grist your weapon costs, and how much damage it deals.
Attack Speed: How fast you can attack with your weapon.
Can spawn in dungeon chests: Item will spawn in dungeons when enabled.

In addition to these fields, you will see options to the right to add (+) or remove (-) aliases and tags.
Aliases allow you to assign objects to a category, so that you can have any item in a category count as an ingredient for a certain recipe. Example: any item with the “Dragon” alias (such as scalemates) will create a Dragon Sword when || with bladekind.
Tags add special effects to your item. See the “List of Tags” section for what tags are available.

Once you’re done, hit Create Item.

You can quickly test your weapon by going into the house creator and using the /item command to spawn it (the code is case-sensitive).
(RANGED) WEAPONS
Use the sprite base to compare the size of your weapon to the sprites. This is how big it will appear ingame.

Save the weapon by itself as its own transparent PNG. To ensure the player holds it properly, make sure the handle of the weapon is in the very center of the image (the weapon should be vertical).

Similarly, create a second image to be your projectile (thematically, Rifle should be bullets, Card should be a card, and Bow should be an arrow).

Open The Genesis Project folder, go to The Genesis Project_Data>StreamingAssets. If there isn’t one already, add a new folder here called “CustomItems”

Add another folder in CustomItems named after your item.

Place your weapon sprite in that folder. Name it “0”

In the same folder, add your second image (the projectile). Name it “1”
You may add additional projectile images if you’d like. There is a random chance that any one of these projectiles will be shot (applies to Rifle, Card, Bow, and Ballkind). Name these extra images in numerical order (“2”, “3”, etc).

While we’re in CustomItems, add your item’s icon in CustomItems outside of the folder with your weapon sprites. Make sure it’s the same name as the folder.
This icon is what appears on the captcha card.

To reiterate, you should end up with:
CustomItems folder containing your weapon folder and icon
Weapon folder containing your weapon sprite and projectile sprite(s)
Icon and weapon folder share the same name

Open TGPToolchain. Click on “Create Item”

Now you have some fields to fill out. Here’s what to do for each of them;
Code: This can be whatever you want, but make sure it’s 8 letters long. This is the code used to spawn your item with the /item command.
Name: The name of your item that will be displayed ingame.
Description: A description of your item.
Prefab: Put “ItemObject”
Strifekind: Put your strifekind of choice (Rifle, Card, or Bow).
Weaponsprite: Make sure this matches the name of your folder.
Icon: Make sure this matches the name of your folder.
Grist/Damage: How much grist your weapon costs, and how much damage it deals.
Attack Speed: How fast you can attack with your weapon.
Can spawn in dungeon chests: Item will spawn in dungeons when enabled.

In addition to these fields, you will see options to the right to add (+) or remove (-) aliases and tags.
Aliases allow you to assign objects to a category, so that you can have any item in a category count as an ingredient for a certain recipe. Example: any item with the “Dragon” alias (such as scalemates) will create a Dragon Sword when || with bladekind.
Tags add special effects to your item. See the “List of Tags” section for what tags are available.

Once you’re done, hit Create Item.

You can quickly test your weapon by going into the house creator and using the /item command to spawn it (the code is case-sensitive).
CLOTHING
Clothing (Mainly Using Hat As a example)

1.Open the sprite base in your image editor and draw your hat over the head base. Make two sprites, one for the front, and one for the back.
Separate each sprite into 200 x 200 boxes. Make sure it is oriented according to the red and blue guidelines as seen below.

Remove the base while leaving the hat you’ve made. Save it as a transparent PNG.

Repeat these steps for the other sprite. Name the front sprite 1, and the back sprite 2.

Open The Genesis Project folder, go to The Genesis Project_Data>StreamingAssets. If there isn’t one already, add a new folder here called “CustomItems”
Add another folder in CustomItems named after your item. To make this guide easier to follow, I’ll call it “fgh”, but yours will likely be named something different. (FGH stands for “funny green hat”)
Place all of your PNGs in “fgh”.
Make copies of your front and back sprites and place them in the same folder. Name the front sprite copy the same as the folder. The back sprite copy should have the same name, but add “_0” at the end. It should look like this when you’re done:

While we’re in the CustomItems folder, add your item’s icon in CustomItems outside of “fgh”. Make sure it’s the same name as the folder.


Open TGPToolchain. Click on “Create Item”

Now you have some fields to fill out. Here’s what to do for each of them;
Code: This can be whatever you want, but make sure it’s 8 letters long. This is the code used to spawn your item with the /item command.
Name: The name of your item that will be displayed ingame.
Description: A description of your item.
Prefab: Put “ItemObject”
Strifekind: Put “Hat”
Weaponsprite: Make sure this matches the name of your folder (in this case, we would put “fgh”).
Icon: Make sure this matches the name of your folder.
Grist/Damage: How much grist your hat costs.
Attack Speed: The higher it is, the more speed you get when wearing the hat.
Can spawn in dungeon chests: Item will spawn in dungeons when enabled.

In addition to these fields, you will see options to the right to add (+) or remove (-) aliases and tags.
Aliases allow you to assign objects to a category, so that you can have any item in a category count as an ingredient for a certain recipe. Example: any item with the “Dragon” alias (such as scalemates) will create a Dragon Sword when || with bladekind.
Tags add special effects to your item. See the “List of Tags” section for what tags are available.

Once you’re done, hit Create Item.

You can quickly test your hat by going into the house creator and using the /item command to spawn it (the code is case-sensitive).
11 Comments
awsumMoth Mar 21, 2024 @ 2:54pm 
cantt download SpriteBase , , , when i click the link it says "This content is no longer available."
Dudle Apr 23, 2023 @ 12:25am 
@gazebro i found it on github here https://github.com/cozyGalvinism/TGPToolchain
melby law Dec 18, 2022 @ 4:12pm 
look i need some help, it won't let me put two files with the same name in the item mods folder.
Venomous Dunce Dec 1, 2022 @ 9:40pm 
502 bad gateway

dont know how im supposed to fix this
Gebo  [author] Aug 8, 2022 @ 2:18pm 
actually i cant help at all now so yeah. good luck
Gebo  [author] Aug 8, 2022 @ 2:18pm 
JuneBug
sadly i cannot help since i got banned from TGP discord lol
JuneBug Aug 7, 2022 @ 3:13pm 
I am confused, for Melee Weapons are you supposed to have your Weapon Sprite, Weapon Folder and Icon in both in the Custom Items folder And the ItemMods Folder, or just one? There isn't a really clear way to tell in your instructions.
Octogenius May 13, 2022 @ 12:24pm 
Can we get any more specifics on what the requirements are for different weapon animations within the same kind, or what sort of frames are needed with what names for things like shoes, pants, jackets?
Strider May 12, 2022 @ 4:55pm 
ok i figured it out its cuz i still had the TGPToolChain open lol