Will you post a video tutorial or something on how to mod fn@f?

Anonymous

I’d figured the text tutorial was foolproof, given that it even had pictures. That being said, if the less literary-inclined would prefer a quick video demonstration, I guess I may as well.

I’ve got the girlfriend down for a few weeks (halting work on most things), and Converting the SFM Shrek to Blender has proved to be nothing short of a fucking biblical trial, so I may have to put Six Nights at Shrek’s to rest. Might see if I can find the time to throw together a quick catch-all video tutorial if nobody else already has, though.

Jerry Terry, Jerry Terry! I know it's only August but I'm super stoked for Halloween in a couple of months! Do you have any plans to make a super spooky 'weenie track?

Anonymous

I had no plans as of yet. Can’t really remix Spooky Scary Skeletons properly due to not having an acapella. If anyone has any spoopy suggestions, I’d be happy to consider them. Heck, maybe just a spooky-themed original track. I did have a 5-second-long concept of a Goosebumps remix, but it never went further than that.

cubern:

This is the best one

cubern:

This is the best one

(Source: rivertrash)

Ever messed around with LSDJ?

Anonymous

Yeah, I got one of those USB gameboy cartridges several years ago, and it came with LSDJ on it. It was interesting to play with, but I recall that I wasn’t a fan of trackers at the time, so it felt like it took way too much work to make something decent. Though my gameboy broke a few years back, need to grab a new one since they’re cheap as heck.

I wanna get back into trackers like LSDJ and Famitracker since they’re way more authentic than VSTs (and have some cool retro tricks and effects that you can pull off), but don’t really have the time to learn a whole new method of music-making right now. If someone made a more up-to-date, user-friendly tracker (like one that used a piano-roll instead of putting in numbers one by one) I’d be all up in that.

brianthuff:

Is there anything a natural 20 can’t do?

This is a poster idea I developed to show off the amazingness of tabletop rpgs.

megasonger:

we all post a lot of loss edits on this here tumblr dot com but this one will always be my favorite

megasonger:

we all post a lot of loss edits on this here tumblr dot com but this one will always be my favorite

Official Hoenn Intro Leak Accapella
Asshole Clone Accapella Group

yourfriendtavros:

I sure do love blatantly ripping off my friends’ content.

this is the best kind of ripping off of my content.

klgfanart:

Well this video title was an emotional rollercoaster

klgfanart:

Well this video title was an emotional rollercoaster

Alright, here’s a quick guide to rip (and mod, if needed) the base textures from Five Nights at Freddies. If you’ve done texture rips/mods for games like TWDG, then it’s a near-identical process (except in FNAF you have to trigger each texture before you can rip it)Ripping Software:There are two options when it comes to ripping - TexMod and uMod. Both have their pros on cons:
In Texmod, you have to manually browse through the textures one by one and manually save the one you want. This has to be done in-game while the textures are still cached. Since the game has no pause function, this means you have to sift through a load of textures while still being hunted by animatronic creatures. Good news though - you can still do this from the Game Over screen, so there’s no actual hurry.
With uMod, it can automatically save all textures it loads. However, this can lead to a lot of slowdown/lag as it caches every texture, and during the lag it only captures a few of the textures - this is good for still images like camera footage, but useless for animations such as Foxy’s run, as you’ll only get a few frames. If you use Umod, I’d recommend running off of a second hard-drive, as it eats up a LOT of system resources while set to save all.
Download TexMod here, or uMod here.
TexMod (Manual Ripping):
Extract and open TexMod.exe. Set it to look like this (Click the folder in the top-left to choose the FNAF exe):Set it to Logging Mode, with the output as PNG (Or your preferred format), choose which key to capture with (I use F11), and I’d recommend unchecking “Translucent”, to make the textures easier to navigate. Set “output” to wherever you want to save the images to, you can leave DefFile blank.Click Run and the game should start up with this in the corner:TexMod is now running. With Numlock on, use + and - on the numpad to cycle through currently-cached textures, which will display at full size in the top-left corner. In order to cache a texture, it has to show up in game - if you want the texture for Pirate Cove, look at Pirate Cove and it will be cached. Cycle to the image of Pirate Cove with + or -, and press F11 (or your capture key) when it’s selected. Note that this will obscure the whole screen as it’s full-size, so you might wanna close the doors. Congrats, ripped textures will now be in the specified folder.uMod (Automatic Ripping):
Extract and run uMod.exe and set it to look like this (don’t bother touching the things that aren’t included in the screenshot):Instead of DDS, tick PNG or the format of your choice, click “set save directory” and choose your folder, then press Update. I would highly recommend running this program from a second hard drive, and setting the image folder to another hard-drive, as auto-save is quite intensive and may not work well with older PCs. Once done, open Main (on the bar in the place where File would normally be), tick “Use global hook”, then “start game with uMod”, select Freddy’s EXE and play. All loaded textures will automatically be saved to your folder (except some that aren’t loaded during lag).Modding:For modding, I’d recommend just using Texmod regardless of how you ripped the texture. First, edit the texture(s) you’ve ripped, being sure to keep the filename exactly the same. Once edited and saved, run Texmod and set it like so: For “definition”, you’ll need a log file. If you ripped with Texmod, you should have a “TexMod.log” file in the same folder as your rips. If not, you can make your own by creating a blank .txt file and renaming it to a .log file. Open it up and you should see a string of locations/filenames, preceded by a hexadecimal value and a “|” symbol. Delete all of the lines except for the ones containing the textures you wish to mod. If you’re making a log from scratch, follow this template - for each texture, put it on a new line. For a texture called FIVENIGHTSATFREDDYS.EXE_0x4E4E55EC.png, paste its full location (e.g E:\tex4\FIVENIGHTSATFREDDYS.EXE_0x4E4E55EC.tga), and copy the bold string of letters and numbers starting with 0x. Paste that at the start of the location and separate with a | symbol, like so:Save this log file, and in TexMod select this file as your Definition. If you want, enter your name and a brief description. Make sure the FNAF EXE is selected at the top, then hit Build. You’ll then be asked to save a .tpf file. Name it whatever you want and save it. Now close TexMod and re-open it, by default it should be set to package mode. Set it to FNAF at the top again, then click the folder icon to select your TPF file. If loaded, your file should be listed in the left column. Now just click Run, and the game will play with your mod active. If you see your change in-game, then congrats: you have modded FNAF.

Alright, here’s a quick guide to rip (and mod, if needed) the base textures from Five Nights at Freddies. If you’ve done texture rips/mods for games like TWDG, then it’s a near-identical process (except in FNAF you have to trigger each texture before you can rip it)

Ripping Software:
There are two options when it comes to ripping - TexMod and uMod. Both have their pros on cons:

  • In Texmod, you have to manually browse through the textures one by one and manually save the one you want. This has to be done in-game while the textures are still cached. Since the game has no pause function, this means you have to sift through a load of textures while still being hunted by animatronic creatures. Good news though - you can still do this from the Game Over screen, so there’s no actual hurry.
  • With uMod, it can automatically save all textures it loads. However, this can lead to a lot of slowdown/lag as it caches every texture, and during the lag it only captures a few of the textures - this is good for still images like camera footage, but useless for animations such as Foxy’s run, as you’ll only get a few frames. If you use Umod, I’d recommend running off of a second hard-drive, as it eats up a LOT of system resources while set to save all.

Download TexMod here, or uMod here.

TexMod (Manual Ripping):

Extract and open TexMod.exe. Set it to look like this (Click the folder in the top-left to choose the FNAF exe):
Set it to Logging Mode, with the output as PNG (Or your preferred format), choose which key to capture with (I use F11), and I’d recommend unchecking “Translucent”, to make the textures easier to navigate. Set “output” to wherever you want to save the images to, you can leave DefFile blank.

Click Run and the game should start up with this in the corner:
TexMod is now running. With Numlock on, use + and - on the numpad to cycle through currently-cached textures, which will display at full size in the top-left corner. In order to cache a texture, it has to show up in game - if you want the texture for Pirate Cove, look at Pirate Cove and it will be cached. Cycle to the image of Pirate Cove with + or -, and press F11 (or your capture key) when it’s selected. Note that this will obscure the whole screen as it’s full-size, so you might wanna close the doors. Congrats, ripped textures will now be in the specified folder.

uMod (Automatic Ripping):

Extract and run uMod.exe and set it to look like this (don’t bother touching the things that aren’t included in the screenshot):
Instead of DDS, tick PNG or the format of your choice, click “set save directory” and choose your folder, then press Update. I would highly recommend running this program from a second hard drive, and setting the image folder to another hard-drive, as auto-save is quite intensive and may not work well with older PCs. Once done, open Main (on the bar in the place where File would normally be), tick “Use global hook”, then “start game with uMod”, select Freddy’s EXE and play. All loaded textures will automatically be saved to your folder (except some that aren’t loaded during lag).

Modding:
For modding, I’d recommend just using Texmod regardless of how you ripped the texture. First, edit the texture(s) you’ve ripped, being sure to keep the filename exactly the same. Once edited and saved, run Texmod and set it like so:
 For “definition”, you’ll need a log file. If you ripped with Texmod, you should have a “TexMod.log” file in the same folder as your rips. If not, you can make your own by creating a blank .txt file and renaming it to a .log file. Open it up and you should see a string of locations/filenames, preceded by a hexadecimal value and a “|” symbol. Delete all of the lines except for the ones containing the textures you wish to mod. If you’re making a log from scratch, follow this template - for each texture, put it on a new line. For a texture called FIVENIGHTSATFREDDYS.EXE_0x4E4E55EC.png, paste its full location (e.g E:\tex4\FIVENIGHTSATFREDDYS.EXE_0x4E4E55EC.tga), and copy the bold string of letters and numbers starting with 0x. Paste that at the start of the location and separate with a | symbol, like so:
Save this log file, and in TexMod select this file as your Definition. If you want, enter your name and a brief description. Make sure the FNAF EXE is selected at the top, then hit Build. You’ll then be asked to save a .tpf file. Name it whatever you want and save it. Now close TexMod and re-open it, by default it should be set to package mode. Set it to FNAF at the top again, then click the folder icon to select your TPF file. If loaded, your file should be listed in the left column. Now just click Run, and the game will play with your mod active. If you see your change in-game, then congrats: you have modded FNAF.

There's an entire imgur gallery of ripped textures some Anon was working on all this week on 4chan, I'll see if I can find it again...

Anonymous

Oh, awesome. 
I’m just finishing up a quick tutorial on ripping/modding textures for anyone who wants to do it themselves, but if there’s already a repository out there somewhere, that’s great.

Could you maybe post all of the texture ripping from FNAFs on here? They're really cool to look at and to see more details.(Mainly because the static makes it harder to see.)

Anonymous

kipshades:

jerryterry:

I’ve had a few asks like this. In order to rip each texture, you have to trigger it in-game (E.g to get the image of Chica in the dining room, you need to get Chica in the dining room in-game). I don’t really have the time to do that sort of thing, I don’t actually play the game that much in general anyway, but if others would like to explore the base textures of the game, I’d be happy to post a quick guide (it’s really simple to do).

is there any way to look into the game files manually without having the game actually running?

Sadly, the base files of the game are compiled inside the EXE. I’ve looked into trying to extract them, but as far as I can tell it was compiled with Multimedia Fusion 2 - the algorithm that MMF2 uses to compile its EXEs was never cracked. MMF1.5 was, but that doesn’t work for this. Not only is cracking the EXE illegal (not that that’s an incredible issue), but it’s not currently possible.


Welcome to Freddy Fazbear’s Pizza! A magical place for kids and grown-ups alike, where fantasy and fun come to life!

Welcome to Freddy Fazbear’s Pizza! A magical place for kids and grown-ups alike, where fantasy and fun come to life!

Could you maybe post all of the texture ripping from FNAFs on here? They're really cool to look at and to see more details.(Mainly because the static makes it harder to see.)

Anonymous

I’ve had a few asks like this. In order to rip each texture, you have to trigger it in-game (E.g to get the image of Chica in the dining room, you need to get Chica in the dining room in-game). I don’t really have the time to do that sort of thing, I don’t actually play the game that much in general anyway, but if others would like to explore the base textures of the game, I’d be happy to post a quick guide (it’s really simple to do).

I figured it would be a good idea to actually test if modding worked before spending a load of time on the Six Nights at Shrek’s mod.So there we go - though clearly only a test, as far as I can tell this is officially the first Five Nights at Freddy’s mod. What with it being made from 2D graphics, and Tumblr being full of artists, I hope this is the first of many.

I figured it would be a good idea to actually test if modding worked before spending a load of time on the Six Nights at Shrek’s mod.

So there we go - though clearly only a test, as far as I can tell this is officially the first Five Nights at Freddy’s mod. What with it being made from 2D graphics, and Tumblr being full of artists, I hope this is the first of many.