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Sprite Aura framework for Sparking Zero! Modders

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Sprite Aura framework for Sparking Zero! Modders
DESCRIPTION

Hello everyone, we are releasing here a "framework" (more like a simplified way of doing SUB UV aura implementations with a source project) for Sparking Zero! Modders. This is a Source Project that only works with the Unreal Engine Custom Engine, it contains all the necessary tools/stuff needed for Aura textures that require subUV division. This was commissioned by Frostys POV, and he agreed on sharing this for free on our Patreon. An example of the implementation is shown in the post video, where Gogeta SSGSS uses the sprite texture ported from legends during the "Boundless Energy" animation. Here is the sprite used in the video:

Unfortunately, as we are pretty busy, we dont plan on posting a tutorial as for how to use this, but any Custom Engine modder could in theory learn very quickly and easily how this works.

The file attachments includes the level sequence for the 2 "tutorial" characters onto which the custom aura has been implemented (Goku mid Base and SSJ), and the implementation itself. How this project setup works is that the 2D sprite is a Cascade Particle System, the "Aura Loop" particle from the Native base game one has been swapped to the Custom one, which is a 2D always facing the camera Sprite. What this means is that you basically get a 2D meshless "Aura replacer", which allows online functionality. Inside the project, we only used the custom Aura for the following actions:- Charging aura- Charging sparking aura- Dragon dash (doesnt look good imo)- Always on Aura- Special move Aura

You can also use this Particle as a regular one for any custom character mod, regardless of online functionality, in the same way that is shown in the video.And finally, this framework will allow us to port sprites from legends onto the next new characters that we will cover, polishing the whole porting process more without relying on Sparking Zero! vanilla assets.

Team Densetsu 伝説 PATREON 12 favs
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FILES1 file
POSTEDJan 28, 2026
ARCHIVEDJan 28, 2026