Rayman UBIArt Games Modding
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BrutalDookie777

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Re: Rayman UBIArt Games Modding
any news on the anim editor? im genuinely excited for this
sorry for bothering so much on this but yea this is REALLY important
sorry for bothering so much on this but yea this is REALLY important
Re: Rayman UBIArt Games Modding
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
Is there a tool that can help me open and run them?
or where do you recommend I ask or investigate
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WPTheModder

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Re: Rayman UBIArt Games Modding
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?
ps: Can I send the files here?
Re: Rayman UBIArt Games Modding
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.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
Re: Rayman UBIArt Games Modding
I'm sorry, but I haven't been able to extract it with Kuriimu2, I don't know what I'm doing wrong :[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.
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Hunchman801

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Re: Rayman UBIArt Games Modding
Are you getting an errors? Posting them here should make it easier for us to help you. 
Re: Rayman UBIArt Games Modding
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)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
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BrutalDookie777

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Re: Rayman UBIArt Games Modding
rayman jungle run and fiesta run both run on the same engine version as origins, so yea i guess
Last edited by Steo on Thu May 07, 2026 2:42 am, edited 1 time in total.
Reason: Fixed quote tags
Reason: Fixed quote tags
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Ramen Oranges

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Re: Rayman UBIArt Games Modding
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.
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BrutalDookie777

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Re: Rayman UBIArt Games Modding
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
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
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Ramen Oranges

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Re: Rayman UBIArt Games Modding
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.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
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HazBlackSlick

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Re: Rayman UBIArt Games Modding
Will this apply to custom sprites or only native to the game?
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BrutalDookie777

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Re: Rayman UBIArt Games Modding
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?
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?
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BrutalDookie777

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Re: Rayman UBIArt Games Modding
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
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
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daniel careon

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Re: Rayman UBIArt Games Modding
Great work! But I understand why the changed the game; the gameplay is less smooth.
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BrutalDookie777

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Re: Rayman UBIArt Games Modding
i mean the gameplay is smooth, its just not really fast paced anymore
Re: Rayman UBIArt Games Modding | Actor files
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.
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.
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PluMGMK

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Re: Rayman UBIArt Games Modding
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
Not sure how helpful that is

