Expanded ULPC: Head Accessories (Facial Assets, Hats, Helmets)
Another update to the Expanded ULPC Spritesheet:
I’ve gone through the complete list of facial assets and hats to map them to all frames! Where possible I also added new recolors as well. Among these assets are some accessories that were never mapped to the universal set before.
In the preview I have opted only to show off the new expanded frames this time. However, these assets are mapped to all the old frames, too, obviously.
This is licensed under CC-BY-SA due to the various existing assets that are included, however, I will list all assets that are also available under other licenses. If an asset is ONLY available in CC-BY-SA 3.0 (and GPL 3.0) I will mention it, but otherwise, all assets have CC-BY-SA/GPL 3.0 and whatever other license I mention.
I did most of these assets simply because they were relatively easy to map to all frames. Also, when digging through some old LPC entries I even found a few additional things that NEVER got added! In addition, many of these assets had limited color palettes. In these cases, I included the original palettes, but also added the standard new palettes as well being used elsewhere in the ULPC.
Here’s the complete list of assets included:
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Facial Accessories (Adult and Child):
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Glasses (all CC-BY-SA 3.0 and GPL 3.0 only):
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Round (includes all palette swaps)
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Sunglasses (includes all palette swaps)
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Monocle (includes all palette swaps, versions for both eyes, chain palette swap as a separate layer)
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The following were NEVER added to the ULPC from Pennomi’s original assets:
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Nerd (NEW, includes all palette swaps)
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Secretary (NEW, includes all palette swaps)
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Shades (NEW, includes all palette swaps)
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Eyepatches
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Pirate Eyepatch (also OGA-BY 3.0, includes flipped version and recolors)
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Small Eyepatch (CC-BY-SA 3.0 and GPL 3.0 only, includes flipped version and recolors)
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Mask (includes new recolors, also OGA-BY 3.0)
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Earrings (included new recolors, a version on other ear; CC0)
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Head Covering
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Hood (also OGA-BY 3.0)
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This one actually took a good amount of work. I had to map the shoulders to all frames and reduce the color palette to create recolors across all frames.
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Only one version for both Male and Female, it looks fine across both.
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Chainmail Hood (also OGA-BY 3.0)
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Reduced colors to support recolors. I’m not fully happen with this, I didn’t go into detail in handpicking colors and just did color swaps to reduce the palette instead.
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Sack Cloth Hood (also OGA-BY 3.0)
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This was originally “Reptile Hood”. I believe this is technically what is called a Sack Cloth.
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I expanded the size a bit to fit standard heads. Still looks pretty good on the lizard head, too.
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The other “Reptile” assets were already completed, so I removed the entire category and just moved this hood under Head Coverings.
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Bandana 1 and 2 (also OGA-BY 3.0)
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Just some simplistic bandanas. You should probably go with the Pirate Bandanas, but I kept these around for legacy. They have full sets of recolors now, though.
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Pirate Bandana (CC-BY-SA 3.0 and GPL 3.0 only)
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Split off skull into separate layer w/recolors.
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I changed the position and layering on the ULPC so its next to the other Bandanas.
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Kerchief (also OGA-BY 3.0)
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Just a one-off asset. It was originally under Pirate, but I moved it under Headbands.
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Hijab (CC0)
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This now has recolors. I didn’t add any special animations here.
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Tied Headband (also OGA-BY 3.0)
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Originally “Reptile” headband. Its has animations on run, jump, and revised combat animations.
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Formal Hats (CC-BY-SA 3.0 and GPL 3.0 only)
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Tophat
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Originally labeled as “Formal Hat 1” and “Formal Hat 2”.
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I kept the original two colors and added the usual palette recolors.
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Bowler Hat
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Originally named “Round Hat”. I’m pretty sure this is in fact a Bowler Hat, though.
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I used the same recolors as Formal Hat, because the base gray was the same as the rest.
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Also added the other common recolors.
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Crown and Tiara
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Both have a full set of recolors now.
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They were originally their own categories, but I added them to “Formal”.
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Holiday Hats (also OGA-BY 3.0)
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I split the Christmas Hat off into multiple pieces, creating a version of the hat without the white trim. I realized the red part of the Santa and Christmas Elf hats were both almost identical between the two versions.
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I took the “Santa” white trim, made it a separate layer, and added all recolors for this.
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The “Santa Hat” may be slightly different from the original, because I expanded the white trim instead of keeping the red border around the white section.
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The original “Christmas Elf” had recolors for both the main hat and the trim, so there were tons of options. Like the Santa Trim, I split the Christmas Elf trim off into a separate layer and added full recolors.
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One thing I did not do was animate the bobbles on run and jump at least, maybe even combat. I thought about doing it, but got cold feet because I wanted to finish it quickly.
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Magic Hats
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Starry (Celestial) Wizard (also OGA-BY 3.0)
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Added to all frames, but no recolors.
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I wanted to add recolors but couldn’t think of a good way to handle this one at this time.
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Large Magic Hat (CC-BY-SA 3.0 and GPL 3.0 only)
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Originally called “Brown 2”. I really wasn’t sure what else to call it.
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No recolors. This needs some serious cleanup to be viable and I just am not interested in doing that. Its available on all frames, but that’s it.
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Wizard Hats (CC-BY-SA 3.0 and GPL 2.0/3.0 only)
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The remainder of the hats have the same design. They all have the exact same shape with a “belt” across the center, and the front of the hat only has a buckle as well.
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For this I split off the base hat, belt, and buckle into separate layers, each with its own recolors.
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This hat has 5 color variations with 5 colors of “belts” as well. I kept all these colors on all variants, and added our standard recolors, too.
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The buckle also has an overlay layer with metal recolors.
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Reptile Head Pieces
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The Fins and Horns were already released in my other post, and these versions of them are basically identical. (The fins are in slightly different positions, but its not different enough to be notable, those still work fine on the Lizard heads anyway)
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The Headband is already added in the Head Coverings section above.
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Lastly, there is a separate hood in here from the one above. This one I have labeled as “Sackcloth Hood” and adjusted it to fit the standard human heads, but it still looks good on Lizard assets, too!
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Hats / Caps
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Feather Cap (also OGA-BY 3.0)
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This was just called “Leather”, but I renamed it Feather Cap. Is that accurate? There’s other Feather Caps as well, though, so perhaps there’s a better name. Leather Cap just seemed too generic though.
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I reduced the palette slightly to re-palette it, and added a separate layer for the Feather to be re-paletted with an overlay.
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Bonnie (also OGA-BY 3.0)
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Contains a separate feather and a slightly alterred angle variant.
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I tried to make them consistent but there’s many unexpected differences between the base Bonnie and the Feathered version. Its really weird.
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Cavalier (also OGA-BY 3.0)
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Contains the base asset and a separate feather.
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Pirate Hats
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Last but not least, its Pirate! Tons of stuff here, all from bluecarrot16.
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Bicorne Athwart (also OGA-BY 3.0)
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The standard exists on its own.
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The “Pirate” had has been named “Captain” Hat with the skull removed. The pirate skull is now a separate layer with its own recolors.
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Admiral has three assets: the base hat, the trimming on the hat, and the “Cockade”, which also its its own layer with recolors now.
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Commodore has the base hat and a separate trim layer.
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Bicorne Foreaft (also OGA-BY 3.0)
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Standard is unchanged, but I did add a skull like the other versions.
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Commodore has its trim in a separate layer.
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Tricorne (also OGA-BY 3.0)
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Pirate is split into the base asset and the skull.
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Captain and Lieutenant are both the base asset and the trim.
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Stitched and Thatched are single assets.
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Helmets
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These were previously standardized by bluecarrot16 in his mega pack. I haven’t changed much, all I’ve done is added new frames and re-cut out the arms across said new frames where needed. Some minor positioning adjustments may have been made, too.
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Chainmail Hood (also OGA-BY 3.0)
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Biggest changes were made here. I attempted to make a reduced color version using a simple color replace method. It looks okay-ish, but would probably have been better to completely redesign. The problem, though, is it would be a huge pain to do that, which is why I didn’t.
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This reduced color version has palette swaps, but I kept the original full palette version as well.
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Armet, Armet Simple (also OGA-BY 3.0)
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Bascinet, Pigface Bascinet + Raised (also OGA-BY 3.0)
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Kettle, Legion, Xeon (also OGA-BY 3.0)
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Barbarian: Basic, Nasal, Viking (also OGA-BY 3.0, CC-BY 3.0+)
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Barbuta and Barbuta Simple (also OGA-BY 3.0, CC-BY 3.0+)
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Close, Flattop, Greathelm (also OGA-BY 3.0, CC-BY 3.0+)
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Maximus, Nasal, Pointed (also OGA-BY 3.0, CC-BY 3.0+)
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Spangenhelm + Viking (also OGA-BY 3.0, CC-BY 3.0+)
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Sugarloaf + Simple (also OGA-BY 3.0, CC-BY 3.0+)
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Horned (CC-BY-SA 3.0 and GPL 3.0 only)
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Helmet Accessories
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Crest, Horns (Short, Upward, Downward) and Legion Plumage (also OGA-BY 3.0)
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Centurion Crest and Plumage, Wings (CC0)
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Visors
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To go along with the Helmets, I also finished up all visors, too.
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Grated, Pigfaced + Raised, Round + Raised (also OGA-BY 3.0, CC-BY 3.0+)
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Slit + Narrow (OGA-BY 3.0 only)
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Horned (CC-BY-SA 3.0 and GPL 3.0 only)
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For consistency, I do plan to gradually add new base assets as new base character models are created. That said, I won’t necessarily be mapping all assets every single time as its just too much effort. Still, this adds many assets that were missing across the other animations.
On the Universal LPC Spritesheet Generator, I added an “animations” filter as well. This will filter assets based on what animations are supported for each asset. This should make it easier to find assets that support all the newly added animations. There’s still tons of things not added yet, but I did make a lot of progress.
Originally I had planned to include child versions of all assets, but eventually I dropped that. I’ll work on tackling child assets separately. SOME elements here still have child assets… At this point I want to fill out new child base models first before I do more child assets.
One thing I noticed here is that a TON of the work done across many of these assets has been by bluecarrot16, who worked extensively on getting all these assets together, reducing colors, splitting layers, etc. I’ve been trying to follow in bluecarrot’s footsteps here and respect the work done and adding more on top of it for even more options.
* NOTICE:
Base sprites used in preview image are part of the LPC set and were not made by me.
The Universal LPC Character Generator is a great place to get a full list of sprites to use:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Generator/
There’s a MASSIVE list of credits here. Please let me know if there’s any I missed. I’m pretty confident I got them all, but please let me know.
Comments
Finally got this one out... I was going to release this last week but I suffered a hard drive failure and almost lost a lot of data. Not my sprite assets or anything, but still other important documents. So I've been struggling to recover everything since. Thankfully I did get back my data but the hard drive is pretty damaged and is VERY slow to transfer things off of. This also delayed me in working on further assets.
I also have been distracted with a couple of other things lately. That's the main reason I opted to go for just finishing the hat assets instead of continuing working on armor or clothing. Clothing takes a lot more work. I think I'm going to finish up the Male LPC Revised clothes next at this point, but I did START working on Armor. I have two sets of body armor completed now, but there's still tons more to go. Originally I was going to include the helmets with the armor, but the helmets are already done, so I figured I'd just drop them in this set.
I do wonder if maybe I keep going a bit overboard in adding as many separate frame layers as possible. I just like having more options, but perhaps its not needed all the time... typically I have been doing it when one asset uses a couple of different colors. The Magic Hats and Bluecarrot's Pirate Hats are the most notable situations here. There's a few helmets where I could have done the same, but I didn't bother doing that at the time (I did helmets about 6 months ago).
Wonderful!! Always nice to see new updates to all things LPC, and this is excellent stuff.
Question: for people interested in making new body assets, is there any guide for making integration with existing spritesheet generators etc. as easy as possible? I mean beyond style guide, to cover the tools that people have made after the initial jam
I left some comments in the OGA discord, but I'll drop them here, too.
There's no overall guidelines to my knowledge. Just add what you like. You don't even have to add the assets to the generators yourself, as long as the licensing is correct someone actively working on it may/will eventually add it. You do as much to create new assets as you are comfortable with.
I will note one thing, though:
While there are no guidelines, there is a general rule that has happened over time. If you check out the ULPC, a lot of assets follow a preset list of existing palettes. I have gone ahead and catalogued these palettes to make it easier to track, you can find them here:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
If you stick to this palette list, keeping the number of colors you use relatively low (typically six), it'll make it a lot easier to create a bunch of recolors. I use bluecarrot's lpctools to handle the recolors quickly, and the .json files in that directory above are designed to work in lpctools. This can greatly expand the utility of a single asset, adding way more options.
I don't like these attribution lists very much. It loses all formatting. I tried uploading a credits.rtf file which is a lot cleaner, but the file was denied. Boo.
Yes, text files are far better for listing lengthy attribution.
.txt files are allowed. As are .rtf files as long as they're inside the .zip file.
Next time I'll include the file in the zip, but I don't want to reupload the whole zip file just for a credits. Instead I'll try a .txt file.
Saving the .rtf as a .txt works pretty well, that's added now.
Lovely! Thank you JaidynReiman, for all the work you do to enrich LPC assets!
One of these days I'll finish my new hairstyles. The only reason I haven't added them yet is because the animation is such a pain. Its also why I've been nervous about porting other hairstyles to run/jump/etc. Eliza's hairstyles were already done. That being said, maybe for most hairstyles, just a few skews on run and jump is fine...