any news on the anim editor? im genuinely excited for this
sorry for bothering so much on this but yea this is REALLY important
Re: Rayman UBIArt Games Modding
Posted: Mon Apr 27, 2026 11:54 pm
by Dark loom
hi, i'm starting to make mods for Rayman Origins 3DS, but I can't figure out how to open and edit .tga files.
Is there a tool that can help me open and run them?
or where do you recommend I ask or investigate
Re: Rayman UBIArt Games Modding
Posted: Tue Apr 28, 2026 2:10 am
by WPTheModder
Hi there!
I'm honestly quite surprised that the program you're using can't open .TGA files... It's quite a popular file extension! Do you mind if I ask what you're using to open these files? I personally recommend Paint.net, GIMP, or Krita to open .TGAs.
Good luck on your modding ventures!
Re: Rayman UBIArt Games Modding
Posted: Tue Apr 28, 2026 3:04 am
by Dark loom
I tried using GIMP but it didn't work. I tried many applications and they don't work.
ps: Can I send the files here?
Re: Rayman UBIArt Games Modding
Posted: Tue Apr 28, 2026 1:02 pm
by RayCarrot
Dark loom wrote: Mon Apr 27, 2026 11:54 pm
hi, i'm starting to make mods for Rayman Origins 3DS, but I can't figure out how to open and edit .tga files.
Is there a tool that can help me open and run them?
or where do you recommend I ask or investigate
The tga/png files in the 3DS version are not actually tga/png files, but rather custom 3DS texture files with ETC1 encoding and a 3DS swizzle applied to it. You can use Kuriimu2 to extract them, but it can't re-encode them. It is possible to use other tools like png2bclim to re-encode the image data, but they're made for other image formats with different headers, so you have to manually hex edit it to adjust it then... In the future I'd like to add support in RCP to convert them, but I haven't implemented that many swizzle algorithms yet and they're kinda a hassle (if someone wants to help that would also be great!). So unless you're comfortable with hex editing then it's sadly not possible atm. The most I can recommend is to use existing texture-replacement features in emulators.
Re: Rayman UBIArt Games Modding
Posted: Sat May 02, 2026 3:08 am
by Dark loom
RayCarrot wrote: Tue Apr 28, 2026 1:02 pm
The tga/png files in the 3DS version are not actually tga/png files, but rather custom 3DS texture files with ETC1 encoding and a 3DS swizzle applied to it. You can use Kuriimu2 to extract them, but it can't re-encode them. It is possible to use other tools like png2bclim to re-encode the image data, but they're made for other image formats with different headers, so you have to manually hex edit it to adjust it then... In the future I'd like to add support in RCP to convert them, but I haven't implemented that many swizzle algorithms yet and they're kinda a hassle (if someone wants to help that would also be great!). So unless you're comfortable with hex editing then it's sadly not possible atm. The most I can recommend is to use existing texture-replacement features in emulators.
I'm sorry, but I haven't been able to extract it with Kuriimu2, I don't know what I'm doing wrong :[
Re: Rayman UBIArt Games Modding
Posted: Sat May 02, 2026 7:27 am
by Hunchman801
Are you getting an errors? Posting them here should make it easier for us to help you.
Re: Rayman UBIArt Games Modding
Posted: Sat May 02, 2026 6:36 pm
by RayWizard
Ramen Oranges wrote: Sat Apr 25, 2026 1:15 pm
Here's a preview of the animation editor. It's more or less done at this point, I just want to clean up the UI. Skeleton editor still has a few days to go.
preview.gif
Does it work for other games like Rayman Junge Run. I probably expect it to not work with Legends (maybe it works in Legends idk)
Re: Rayman UBIArt Games Modding
Posted: Thu May 07, 2026 12:55 am
by BrutalDookie777
RayWizard wrote: Sat May 02, 2026 6:36 pm
Does it work for other games like Rayman Jungle Run.
rayman jungle run and fiesta run both run on the same engine version as origins, so yea i guess
Re: Rayman UBIArt Games Modding
Posted: Tue May 12, 2026 2:04 pm
by Ramen Oranges
Very close to being done with the editors. Here's a preview of Death Fairy with her updated design from Jungle Run. She has a new bone for her hair strand.
Re: Rayman UBIArt Games Modding
Posted: Wed May 13, 2026 2:36 am
by BrutalDookie777
yo this is SICK
im glad theres more news about this and it being showcased with adding news bones
although i have questions
1. how easy is it to use?
2. will this be updated in the future for legends? i dont think the animation system is too different there
Re: Rayman UBIArt Games Modding
Posted: Wed May 13, 2026 11:55 am
by Ramen Oranges
BrutalDookie777 wrote: Wed May 13, 2026 2:36 am
yo this is SICK
im glad theres more news about this and it being showcased with adding news bones
although i have questions
1. how easy is it to use?
2. will this be updated in the future for legends? i dont think the animation system is too different there
It's pretty easy to use. I don't know how different Legend's file format is from Origins so I can't promise anything, but it isn't out of the picture. Everything is more or less done now, I just need to make the ui look good. After that'll I'll have to figure out a dll mod loader (unless that's already a thing?). I'll probably release a test build for you guys to try out soon enough so you can let me know what features are missing/feeling poor.
Re: Rayman UBIArt Games Modding
Posted: Thu May 14, 2026 1:16 am
by HazBlackSlick
Will this apply to custom sprites or only native to the game?
Re: Rayman UBIArt Games Modding
Posted: Thu May 14, 2026 1:37 am
by BrutalDookie777
i guess both because if this works like ubicanvas then you can just insert the edited sprites in there as well as having the native ones
also @ramen oranges i think it'd be better just have it export the animation files with the name you want on it so you add it into the game with rayman control panel (which i think is the only RO modding tool out there)
and can this edit polylines (attack hitboxes)?
Edit: ok im kind of losing hope in this
there has been no news since may and ramen oranges has been radio silent on the anim tool
im starting to think we arent getting this
Edit 2: anyone still active on this thread?
Re: Rayman UBIArt Games Modding
Posted: Mon Jul 06, 2026 2:20 am
by BrutalDookie777
not too long ago i finally restarted work on my rayman origins prototype restoration project
im doing this stuff alongside alexlimitedgames (he probably posted a teaser in RPC in december last year)
im going to present a showcase alongside some screenshots
be aware its not finished and texture work is yet to be done
edit: i understand if its painful to watch me die 3 times on the first cage LOL
Re: Rayman UBIArt Games Modding
Posted: Mon Jul 06, 2026 9:15 am
by daniel careon
Great work! But I understand why the changed the game; the gameplay is less smooth.
Re: Rayman UBIArt Games Modding
Posted: Mon Jul 06, 2026 9:49 pm
by BrutalDookie777
i mean the gameplay is smooth, its just not really fast paced anymore
Re: Rayman UBIArt Games Modding | Actor files
Posted: Thu Jul 09, 2026 8:44 pm
by CL1F
Hello, I'm trying to write some tool for UAF and currently stuck with decrypting .act files. Can somebody help me understanding how does it work? I'm using ImHex and have already marked around a half of that file, yet there are still some parts that left unknown and I wish to know what they are actually for. I'm using a file called "ball.act.ckd" as a reference from Rayman Legends on PC.
4 bytes of Orange: Some unknown header; 4 bytes of gap, full of 0s; 4 bytes of Purple and Burgundy: Some repeating sequence; 32 bytes of gap, full of 0s; 8 bytes of Cyan: Unknown number sequence; 4 bytes of Blue and Orange: Length of path to template; N bytes of Red (N is based on previous value): Path to template; 4 bytes of Purple and Burgundy: Length of template name; N bytes of Yellow (N is based on previous value): Template name; [b]4 bytes of Cyan[/b]: Some random number; 8 bytes of gap full of 0s; 4 bytes of Green: Some constant number.
Underscored values are the one I'm not sure what are for, so I genuinely hope for somebody's help, if it's possible. Thank you, in advance.
Re: Rayman UBIArt Games Modding
Posted: Thu Jul 09, 2026 11:11 pm
by PluMGMK
Big-endian numbers eh? The first four bytes might be a format version (here 1), and the two numbers at 08 and 0C look like 32-bit floats (in this case both are 1.0).
Not sure how helpful that is
Re: Rayman UBIArt Games Modding
Posted: Fri Jul 10, 2026 8:21 pm
by CL1F
Hello, thank you for the helping. Your theory about Big-endian numbers was right and it helped me simplify the logic. I'm unsure about the version and 32-bit floats tho. "fireball.act" uses different numbers at 0x08 address and if we use float logic, they both are 2.6. Plus, in another UAF game - Just Dance 2017, those actor files are getting used not only for textures, but for other files as well (for example descriptor files to define song metadata) and in that case, these values are always 1.0.