Developer Cheerio Posted June 4, 2014 Developer Share Posted June 4, 2014 Patch notes for the Steam Workshop Release version of the mod tools:- Changes from 2014/05/30 are now live. Patch notes for the Steam Public Preview Release version of the mod tools:- Added initial support for custom character animations. Custom animation tutorial:- If you would like to alpha test the custom animation workflow, you can find a tutorial on it here. 6 Link to comment Share on other sites More sharing options...
simplex Posted June 4, 2014 Share Posted June 4, 2014 So no Linux and Mac support yet? :/ 1 Link to comment Share on other sites More sharing options...
Developer Cheerio Posted June 4, 2014 Author Developer Share Posted June 4, 2014 So no Linux and Mac support yet? :/No sorry. I decided to go with adding custom character animation support then getting the linux and mac versions working. Link to comment Share on other sites More sharing options...
Developer Cheerio Posted June 4, 2014 Author Developer Share Posted June 4, 2014 Of course Steam is down the moment I try to upload new mod tools . Link to comment Share on other sites More sharing options...
DeathDisciple Posted June 4, 2014 Share Posted June 4, 2014 Is klei github repo fully up to date? Link to comment Share on other sites More sharing options...
Developer Cheerio Posted June 4, 2014 Author Developer Share Posted June 4, 2014 Yes except for the fact that I need to fix the Python installation found in there on Windows. Unfortunately every time I try to upload a full installation, Github just seems to die. Link to comment Share on other sites More sharing options...
DeathDisciple Posted June 4, 2014 Share Posted June 4, 2014 Yes except for the fact that I need to fix the Python installation found in there on Windows. Unfortunately every time I try to upload a full installation, Github just seems to die. I had some weird timeouts on github these days. Anyway, that's fine, I just wanted to know if I can just rebuild modtools off github repo and play with new animations stuff, I can deal with python files myself Link to comment Share on other sites More sharing options...
Developer Cheerio Posted June 5, 2014 Author Developer Share Posted June 5, 2014 I had some weird timeouts on github these days. Anyway, that's fine, I just wanted to know if I can just rebuild modtools off github repo and play with new animations stuff, I can deal with python files myself Give it a try. All I've done at this point is made it so that the builds that come out of the mod tools match the in game builds so you can actually create compatible data. I also just updated the tutorial so that it uses the proper mod api commands to replace the stategraph state instead of replacing the whole Wilson state. In the next couple of days, one of the artists here will help me out by making a proper test animation which will also help clean out any bugs with the implementation. Public preview of the Steam Workshop tools should now be good to go. Link to comment Share on other sites More sharing options...
Silentdarkness1 Posted June 5, 2014 Share Posted June 5, 2014 Allllrighty then! you know, @Cheerio , when this gets out fully, a lot of mods that were impossible or had impossible features and thereby had to be cut down a bit, will now be possible. Yaaaay~ Link to comment Share on other sites More sharing options...
DeathDisciple Posted June 15, 2014 Share Posted June 15, 2014 Ok I don't know if I should post this here or not, but... while looking for another issue, I just stumbled into a total nonsense, so dunno if my installation decided to go insane or am I. Make the most trivial spriter file with just 1 png linked to 0-frame. Make that png with height power of 2. Observe pyexporter making 2 files, atlas-0.tex as square pitch black (at least that's how it shows after decompiling) with the width/height equal the height or the original file, and atlas-1.tex as the 'expected' tex file of the original png. Change the png's height to anything not pow2 and it behaves completely as expected, just one tex file. Using source-built github master (mingw32 - win7 64bit) from here with python files replaced with the ones stripped off archive here (tried with ripping off old steam modtools, same thing) source+intermed files source.zipgenerated anim output test.zip I find it hard to believe this is intended behavior, tho I do not know/see any obvious side effects/glitches. Link to comment Share on other sites More sharing options...
dontstarver.wiki Posted July 5, 2014 Share Posted July 5, 2014 hey guys, i'm confused by "modimport" which does not work.is here someone who knows to use the modimport? regards Link to comment Share on other sites More sharing options...
XxkevinxX Posted August 2, 2014 Share Posted August 2, 2014 (Don't Starve)el mod tool updates es lo mejor Link to comment Share on other sites More sharing options...
JHYXB Posted October 26, 2014 Share Posted October 26, 2014 This tool can image the PNG format conversion to Tex format?This tool can image the PNG format conversion to Tex format? 1 Link to comment Share on other sites More sharing options...
Nyogtha Posted January 3, 2015 Share Posted January 3, 2015 Was this really the last patch? Because I updated my mod yesterday, and now I can't. Receiving error: Something went wrong while updating your mod! Error: Could not generate mod data file! Link to comment Share on other sites More sharing options...
Provider Posted January 9, 2015 Share Posted January 9, 2015 hey guys, i'm new in the don't starve forum, and i don't know how to make a mod,someone can help me?? Link to comment Share on other sites More sharing options...
irongollem Posted January 12, 2015 Share Posted January 12, 2015 BTW do the folders for dont starve, dont starve together and the mod tools need to be in the same Steam folder? I have steam on C:\ but most my games on D:\Trying to understand why it won't work. Also the autocompiler.exe seems to run the files from the modtools instead of the game through the compiler and gets stuck on one of the .py files with endless poolworker checks. Link to comment Share on other sites More sharing options...
inan Posted July 11, 2015 Share Posted July 11, 2015 This over a year old, but I'm wondering if there is a Mac/Linux Port yet. Thanks! Link to comment Share on other sites More sharing options...
brainfree Posted October 23, 2015 Share Posted October 23, 2015 Well, I've been through the ringer today with the hodgepodge of tools available for Mac... And I was finally able to successfully manually convert pngs to tex files and scml files to bins. Unfortunately, it was a wicked pain, but here are the steps in general. This process is not for the command line squeamish. This was on a pretty vanilla install of OSX 10.10, so you might have some of these dependent libraries already installed. I did not. First, you will need XCode's command line tools installed. Install the CMake command line tool, make sure it's in /usr/local/bin.https://cmake.org/ Install ImageMagick. I attempted to do this one manually from the ImageMagick website, but I could never get the png library to register as a delegate. Eventually I gave up and just used this, which was a lot easier.http://cactuslab.com/imagemagick/ However, that installs it to /opt/ImageMagick, which I couldn't figure out how to pass into the ktools config, so you have to move the contents of each of the individual folders inside /opt/ImageMagick (bin, lib, include, share, etc) to their respective locations in /usr/local/bin, /usr/local/lib... etc. Now you can finally install ktools...https://github.com/nsimplex/ktools Next, you'll need zlib...Install zlibhttp://zlib.net/ And now, pil...sudo easy_install pil And now, premake...http://premake.github.io/download.html And finally, you can installhttps://github.com/kleientertainment/ds_mod_tools However, the premake4.lua script is broken on mac, so that has to be fixed. Change the following lines as so: 50: return "macosx"123: return _OPTIONS.os == "linux" or _OPTIONS.os == "macosx"247: cmd_template = "cp -a %q/. %q/." Now install the Don't Starve Mod Tools in Steam if you haven't already. And finally copy the contents from from the ds_mod_tools-master/build/osx/mod_tools into the mod_tools directory of the Don't Starve Mod Tools. For me, this path was at ~/Library/Application Support/Steam/SteamApps/common/Don't Starve Mod Tools" However, I haven't been able to get the autocompiler to work yet, so I'm hoping someone out there can let me know what I'm missing. So close, and yet so far away. In any case, you can use the scml tool directly to create your anim/ bins and you can use ktool to create your tex files. It might help to put this into your .bash_profile file: alias scml="~/Library/Application\ Support/Steam/SteamApps/common/Don\'t\ Starve\ Mod\ Tools/mod_tools/scml" It was a long process with lots of trial and error, so I hope I didn't forget anything. 1 1 Link to comment Share on other sites More sharing options...
orlyx Posted December 17, 2017 Share Posted December 17, 2017 (edited) can i instal mod tools without a steam workshop? (idk why my antivirus block steam) Edited December 17, 2017 by orlyx Link to comment Share on other sites More sharing options...
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