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i always want a mod of my character, but i have zero clue to mod it myself.

however i draw the art base on sample template.

but still is a little rough though.

someone did my mod and half done it but he never reply to me again after i said is unfinished.

 

i really need some help

 

raven_mod_by_ravenblackcrow-d7scrrf.png

 

the actual size can be download from

http://ravenblackcrow.deviantart.com/art/Raven-Mod-470888331

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some friend made a mod for me, however is unfinished

so i have to finish it where he left off.

http://steamcommunity.com/sharedfiles/filedetails/?id=312281701

this is when wearing the straw hat that cause my face dissapear

 

http://steamcommunity.com/sharedfiles/filedetails/?id=312276838

http://steamcommunity.com/sharedfiles/filedetails/?id=312278466

 

the position is kinda odd,though 

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i almost done the mod(only it's appearence)

however the descriptions of the character did now shown.

i think is something to do with modmain. lua.

 

any suggestions

 

PrefabFiles = {
"rvn",
}
 
Assets = {
    Asset( "IMAGE", "images/saveslot_portraits/rvn.tex" ),
    Asset( "ATLAS", "images/saveslot_portraits/rvn.xml" ),
 
    Asset( "IMAGE", "images/selectscreen_portraits/rvn.tex" ),
    Asset( "ATLAS", "images/selectscreen_portraits/rvn.xml" ),
 
    Asset( "IMAGE", "images/selectscreen_portraits/rvn_silho.tex" ),
    Asset( "ATLAS", "images/selectscreen_portraits/rvn_silho.xml" ),
 
    Asset( "IMAGE", "bigportraits/rvn.tex" ),
    Asset( "ATLAS", "bigportraits/rvn.xml" ),
 
Asset( "IMAGE", "minimap/rvnicon.tex" ),
Asset( "ATLAS", "minimap/rvnicon.xml" ),
 
Asset("SOUNDPACKAGE", "sound/rvn.fev"),
Asset("SOUND", "sound/rvn.fsb"),
 
}
 
AddMinimapAtlas("minimap/rvnicon.xml")
 
RemapSoundEvent( "dontstarve/characters/rvn/death_voice", "rvn/rvn/death_voice" )
RemapSoundEvent( "dontstarve/characters/rvn/hurt", "rvn/rvn/hurt" )
RemapSoundEvent( "dontstarve/characters/rvn/talk_LP", "rvn/rvn/talk_LP" )
 
GLOBAL.STRINGS.CHARACTER_TITLES.RVN = "Raven"
GLOBAL.STRINGS.CHARACTER_NAMES.RVN = "rvn"
GLOBAL.STRINGS.CHARACTER_DESCRIPTIONS.RVN = "* Likes to kill things \n* Works out \n* Enjoys dubstep"
GLOBAL.STRINGS.CHARACTER_QUOTES.RVN = "\"I'm hungry. What can I kill?\""
 
table.insert(GLOBAL.CHARACTER_GENDERS.MALE, "rvn")
 
AddModCharacter("rvn")
 

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GLOBAL.STRINGS.CHARACTER_TITLES.RVN = "Raven"

GLOBAL.STRINGS.CHARACTER_NAMES.RVN = "rvn"
GLOBAL.STRINGS.CHARACTER_DESCRIPTIONS.RVN = "* Likes to kill things \n* Works out \n* Enjoys dubstep"
GLOBAL.STRINGS.CHARACTER_QUOTES.RVN = "\"I'm hungry. What can I kill?\""

 

try lower case

GLOBAL.STRINGS.CHARACTER_DESCRIPTIONS.rvn = "* Likes to kill things \n* Works out \n* Enjoys dubstep"

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http://steamcommunity.com/sharedfiles/filedetails/?id=312281701

this is when wearing the straw hat that cause my face dissapear

 

 

When wearing a hat the animation pulls a different head (otherwise the top of the head/hair will show)

Your images do not include the 'hat head' so its pulling a blank space.

 

http://forums.kleientertainment.com/topic/27341-tutorial-the-artists-guide-to-characteritem-modding/?p=314335

check the template (near the upper right) and you will see the 'head with hat' shown from back, front and side. As well as the hair cut off if using a character that has additional hair (like pony tail, or Wilson's odd hairstyle)

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When wearing a hat the animation pulls a different head (otherwise the top of the head/hair will show)

Your images do not include the 'hat head' so its pulling a blank space.

 

http://forums.kleientertainment.com/topic/27341-tutorial-the-artists-guide-to-characteritem-modding/?p=314335

check the template (near the upper right) and you will see the 'head with hat' shown from back, front and side. As well as the hair cut off if using a character that has additional hair (like pony tail, or Wilson's odd hairstyle)

thanks, i think i solve that problem.

 

now i want make a it's signature weapon or turn to shadow like charlie mod or bleeding nightmare when it get hit.

any tutorials?

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thanks, i think i solve that problem.

 

now i want make a it's signature weapon or turn to shadow like charlie mod or bleeding nightmare when it get hit.

any tutorials?

 

A signature weapon is just a normal item with some special qualities,

so if you want that, there are plenty of item creation tutorials.

You can make it indestructible (like Woodie's axe) or (with more work) make it an item that only your character can craft.

 

As far as changing into another form, Unfortunately that is beyond my knowledge.

 

The only character mod I did just has minor effects (increased hunger rate, sanity drain, temperature regulation). I did make a unique item, but I ended up scrapping the idea (after I finally got it to work) because It made the character too OP.

 

But for full body changes, look at the game code for a similar character or effect (Woodie and Wolfgang both change form), or contact a creator of a similar mod for advice.

You will have to make a new character for the second body, although an easy way would be to copy the image file for your character and invert or alter the colors (it certainly would be an easy place to start. You can test how well your coding/concept works before investing time and effort into redrawing a new set of images).

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A signature weapon is just a normal item with some special qualities,

so if you want that, there are plenty of item creation tutorials.

You can make it indestructible (like Woodie's axe) or (with more work) make it an item that only your character can craft.

 

As far as changing into another form, Unfortunately that is beyond my knowledge.

 

The only character mod I did just has minor effects (increased hunger rate, sanity drain, temperature regulation). I did make a unique item, but I ended up scrapping the idea (after I finally got it to work) because It made the character too OP.

 

But for full body changes, look at the game code for a similar character or effect (Woodie and Wolfgang both change form), or contact a creator of a similar mod for advice.

You will have to make a new character for the second body, although an easy way would be to copy the image file for your character and invert or alter the colors (it certainly would be an easy place to start. You can test how well your coding/concept works before investing time and effort into redrawing a new set of images).

thanks, i need the weapon that indestructable.

can you show me the tutorial?

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is it ok to put my weapon folder into my character folder?

since my character is goin to have this weapon from the start

 

and what cause that it couldn't find the weapon from prefabs?

 

You can have a single folder for the entire mod and put both the weapon and character lua prefab files (and any other items/characters that you might want to add) in the same folder.

 

As for how to make your character start with the weapon, you should check the game lua for Wigfrid or Woodie to see the commands to load a character with an item. If the item is unique and irreplaceable (the character should ALWAYS have the item), use Woodie's code. If you just want them to start with it, but it can be lost, destroyed, broken, etc. use Wigrfrid's. There are some differences in how it is handled.

 

A lot of the tutorials assume you are modding only one thing, so it can be confusing when modding several at once. If you are having trouble figuring things out, sometimes it helps to download an existing working mod someone else has made and see how they have things structured. Don't copy their work, but you can see where things go and how they are organized.

 

re: 'couldn't find the weapon from the prefabs'

I am not sure what you mean, but if your game is unable to find/load the item there is a problem somewhere. If the game crashes, you can find the cause in the log.txt. If you still can't figure it out, post your log here and someone should be able to help.

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local assets=
{
    Asset("ANIM", "anim/scissor.zip"),
    Asset("ANIM", "anim/swap_scissor.zip"),
 
    Asset("ATLAS", "images/inventoryimages/scissor.xml"),
    Asset("IMAGE", "images/inventoryimages/scissor.tex"),
}
prefabs = {
}
local function fn()
 
    local function OnEquip(inst, owner)
        owner.AnimState:OverrideSymbol("swap_object", "swap_scissor", "swap_scissor")
        owner.AnimState:Show("ARM_carry")
        owner.AnimState:Hide("ARM_normal")
    end
 
    local function OnUnequip(inst, owner)
        owner.AnimState:Hide("ARM_carry")
        owner.AnimState:Show("ARM_normal")
    end
 
    local inst = CreateEntity()
    local trans = inst.entity:AddTransform()
    local anim = inst.entity:AddAnimState()
    local sound = inst.entity:AddSoundEmitter()
    MakeInventoryPhysics(inst)
     
    anim:SetBank("scissor")
    anim:SetBuild("scissor")
    anim:PlayAnimation("idle")
 
    inst:AddComponent("inspectable")
     
    inst:AddComponent("inventoryitem")
    inst.components.inventoryitem.imagename = "scissor"
    inst.components.inventoryitem.atlasname = "images/inventoryimages/scissor.xml"
     
    inst:AddComponent("equippable")
    inst.components.equippable:SetOnEquip( OnEquip )
    inst.components.equippable:SetOnUnequip( OnUnequip )
 
inst:AddComponent("characterspecific")
    inst.components.characterspecific:SetOwner("rvn")
 
    return inst
end

return  Prefab("common/inventory/scissor", fn, assets, prefabs)

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You can have a single folder for the entire mod and put both the weapon and character lua prefab files (and any other items/characters that you might want to add) in the same folder.

 

As for how to make your character start with the weapon, you should check the game lua for Wigfrid or Woodie to see the commands to load a character with an item. If the item is unique and irreplaceable (the character should ALWAYS have the item), use Woodie's code. If you just want them to start with it, but it can be lost, destroyed, broken, etc. use Wigrfrid's. There are some differences in how it is handled.

 

A lot of the tutorials assume you are modding only one thing, so it can be confusing when modding several at once. If you are having trouble figuring things out, sometimes it helps to download an existing working mod someone else has made and see how they have things structured. Don't copy their work, but you can see where things go and how they are organized.

 

re: 'couldn't find the weapon from the prefabs'

I am not sure what you mean, but if your game is unable to find/load the item there is a problem somewhere. If the game crashes, you can find the cause in the log.txt. If you still can't figure it out, post your log here and someone should be able to help.

local assets=
{
    Asset("ANIM", "anim/scissor.zip"),
    Asset("ANIM", "anim/swap_scissor.zip"),
 
    Asset("ATLAS", "images/inventoryimages/scissor.xml"),
    Asset("IMAGE", "images/inventoryimages/scissor.tex"),
}
prefabs = {
}
local function fn()
 
    local function OnEquip(inst, owner)
        owner.AnimState:OverrideSymbol("swap_object", "swap_scissor", "swap_scissor")
        owner.AnimState:Show("ARM_carry")
        owner.AnimState:Hide("ARM_normal")
    end
 
    local function OnUnequip(inst, owner)
        owner.AnimState:Hide("ARM_carry")
        owner.AnimState:Show("ARM_normal")
    end
 
    local inst = CreateEntity()
    local trans = inst.entity:AddTransform()
    local anim = inst.entity:AddAnimState()
    local sound = inst.entity:AddSoundEmitter()
    MakeInventoryPhysics(inst)
     
    anim:SetBank("scissor")
    anim:SetBuild("scissor")
    anim:PlayAnimation("idle")
 
    inst:AddComponent("inspectable")
     
    inst:AddComponent("inventoryitem")
    inst.components.inventoryitem.imagename = "scissor"
    inst.components.inventoryitem.atlasname = "images/inventoryimages/scissor.xml"
     
    inst:AddComponent("equippable")
    inst.components.equippable:SetOnEquip( OnEquip )
    inst.components.equippable:SetOnUnequip( OnUnequip )
 
inst:AddComponent("characterspecific")
    inst.components.characterspecific:SetOwner("rvn")
 
    return inst
end

return  Prefab("common/inventory/scissor", fn, assets, prefabs)

 

is it has to be weapon mod folder inside the character mod folder?

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local assets=
{
    Asset("ANIM", "anim/scissor.zip"),
    Asset("ANIM", "anim/swap_scissor.zip"),
 
    Asset("ATLAS", "images/inventoryimages/scissor.xml"),
    Asset("IMAGE", "images/inventoryimages/scissor.tex"),
}
prefabs = {
}
local function fn()
 
    local function OnEquip(inst, owner)
        owner.AnimState:OverrideSymbol("swap_object", "swap_scissor", "swap_scissor")
        owner.AnimState:Show("ARM_carry")
        owner.AnimState:Hide("ARM_normal")
    end
 
    local function OnUnequip(inst, owner)
        owner.AnimState:Hide("ARM_carry")
        owner.AnimState:Show("ARM_normal")
    end
 
    local inst = CreateEntity()
    local trans = inst.entity:AddTransform()
    local anim = inst.entity:AddAnimState()
    local sound = inst.entity:AddSoundEmitter()
    MakeInventoryPhysics(inst)
     
    anim:SetBank("scissor")
    anim:SetBuild("scissor")
    anim:PlayAnimation("idle")
 
    inst:AddComponent("inspectable")
     
    inst:AddComponent("inventoryitem")
    inst.components.inventoryitem.imagename = "scissor"
    inst.components.inventoryitem.atlasname = "images/inventoryimages/scissor.xml"
     
    inst:AddComponent("equippable")
    inst.components.equippable:SetOnEquip( OnEquip )
    inst.components.equippable:SetOnUnequip( OnUnequip )
 
inst:AddComponent("characterspecific")
    inst.components.characterspecific:SetOwner("rvn")
 
    return inst
end

return  Prefab("common/inventory/scissor", fn, assets, prefabs)

 

is it has to be weapon mod folder inside the character mod folder?

 

(red text will be whatever you chose to name it, blue text should be exactly as written)

 

If you want the item and the character to be part of the same mod then your

file structure should be something like this

 

...dont_starve\mods\modfolder

Everything in this modfolder will be part of the same mod (characters, creatures, sounds, items, etc.)

 

in your modfolder should be your modmain.lua and your modinfo.lua

as well as the following folders:

 

anim

images

scripts

You may have others (such as bigportraits, minimap, sound, etc)

 

inside the scripts (...dont_starve\mods\modfolder\scripts\ )

should be a folder called prefabs

In the prefabs folder is where you put your character.lua and your item.lua

 

 

inside the animation folder (...dont_starve\mods\modfolder\anim\ )

will be the animation files for both the item and the character

(these are the images/animations for when the item is in the world)

 

and

inside the images (...dont_starve\mods\modfolder\images\ )

will be several sub folders such as

saveslot_portraits

selectscreen portraits

inventoryimages

and possibly others, as well as the modicon.tex and modicon.xml files

 

The Save Slot & Select Screen are used for characters while the Inventory is, of course, for items that will appear in your inventory (these are the images for when it is in your inventory bar).

 

All of these subfolders can have multiple tex and xml files supporting multiple items and/or characters.

I hope that explains what I was meaning.

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(red text will be whatever you chose to name it, blue text should be exactly as written)

 

If you want the item and the character to be part of the same mod then your

file structure should be something like this

 

...dont_starve\mods\modfolder

Everything in this modfolder will be part of the same mod (characters, creatures, sounds, items, etc.)

 

in your modfolder should be your modmain.lua and your modinfo.lua

as well as the following folders:

 

anim

images

scripts

You may have others (such as bigportraits, minimap, sound, etc)

 

inside the scripts (...dont_starve\mods\modfolder\scripts\ )

should be a folder called prefabs

In the prefabs folder is where you put your character.lua and your item.lua

 

 

inside the animation folder (...dont_starve\mods\modfolder\anim\ )

will be the animation files for both the item and the character

(these are the images/animations for when the item is in the world)

 

and

inside the images (...dont_starve\mods\modfolder\images\ )

will be several sub folders such as

saveslot_portraits

selectscreen portraits

inventoryimages

and possibly others, as well as the modicon.tex and modicon.xml files

 

The Save Slot & Select Screen are used for characters while the Inventory is, of course, for items that will appear in your inventory (these are the images for when it is in your inventory bar).

 

All of these subfolders can have multiple tex and xml files supporting multiple items and/or characters.

I hope that explains what I was meaning.

ok

so what should i do with the modmain.lua when weapon and character was combine?

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Did you check your log file after the crash?

ok, it says something it cannot find an asset matching

scripts/mods.lua(269,1) Mod: Raven (RavenCrow) Registering prefabs
scripts/mods.lua(275,1) Mod: Raven (RavenCrow)  Registering prefab file: prefabs/rvn
scripts/mods.lua(279,1) Mod: Raven (RavenCrow)    rvn
scripts/mods.lua(275,1) Mod: Raven (RavenCrow)  Registering prefab file: prefabs/scissor
scripts/mods.lua(17,1) error calling LoadPrefabFile in mod Raven (RavenCrow): 
...y/steamapps/common/dont_starve/data/scripts/util.lua:276: Could not find an asset matching anim/scissor.zip in any of the search paths.
LUA ERROR stack traceback:
        =[C] in function 'assert'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/util.lua(276,1) in function 'resolvefilepath'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(51,1) in function 'RegisterPrefabs'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(78,1)
        =(tail call) ?
        =[C] in function 'xpcall'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/mods.lua(15,1)
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/mods.lua(276,1) in function 'RegisterPrefabs'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/gamelogic.lua(129,1) in function 'LoadAssets'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1153,1) in function 'DoResetAction'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1168,1) in function 'complete_callback'
...
        =[C] in function 'GetPersistentString'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/saveindex.lua(91,1) in function 'Load'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1189,1) in function 'callback'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/playerprofile.lua(571,1) in function 'Set'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/playerprofile.lua(455,1)
        =[C] in function 'GetPersistentString'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/playerprofile.lua(453,1) in function 'Load'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/gamelogic.lua(1188,1) in main chunk
        =[C] in function 'require'
        D:/SteamLibrary/steamapps/common/dont_starve/data/scripts/mainfunctions.lua(651,1)
scripts/mods.lua(226,1) Disabling Raven (RavenCrow) because it had an error.
scripts/frontend.lua(723,1) SCRIPT ERROR! Showing error screen
scripts/mods.lua(292,1) Mod: Raven (RavenCrow)  Registering default mod prefab
../mods/Raven/images/saveslot_portraits/rvn.tex is 120x104 but compressed textures must have power of 2 dimensions.
../mods/Raven/images/selectscreen_portraits/rvn.tex is 188x284 but compressed textures must have power of 2 dimensions.
../mods/Raven/images/selectscreen_portraits/rvn_silho.tex is 188x284 but compressed textures must have power of 2 dimensions.
../mods/Raven/anim/rvn.zip:rvn--atlas-0.tex is 3200x1600 but compressed textures must have power of 2 dimensions.
Could not preload undefined prefab 0xc4058f3c (scissor)
scripts/gamelogic.lua(132,1) Load FE
scripts/gamelogic.lua(136,1) Load FE: done
scripts/screens/mainscreen.lua(569,1) platform_motd table: 1215C2A8
SimLuaProxy::QueryServer()
scripts/modindex.lua(85,1) ModIndex: Load sequence finished successfully.
 
Reset() returning
HttpClientWriteCallback (0x02023207, 1, 16, 0x06C9F758)
HttpClientWriteCallback READ 16 (16 total)
QueryServerComplete no callback
CURL ERROR: SSL connection timeout
 

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Your scissor.zip is apparently not in your anim folder

 

...dont_starve\mods\modname\anim\

 

Make sure the file exists

Make sure the file is spelled correctly (might be case sensitive)

 

If the file does not exist, then you will need to check make sure your scml for your scissors is in the exported folder

...dont_starve\mods\modname\exported\

make sure you have Don't Starve mod tools installed so that the scml will auto compile.

 

 

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ok, it says something it cannot find an asset matching

 

../mods/Raven/images/saveslot_portraits/rvn.tex is 120x104 but compressed textures must have power of 2 dimensions.

../mods/Raven/images/selectscreen_portraits/rvn.tex is 188x284 but compressed textures must have power of 2 dimensions.
../mods/Raven/images/selectscreen_portraits/rvn_silho.tex is 188x284 but compressed textures must have power of 2 dimensions.
../mods/Raven/anim/rvn.zip:rvn--atlas-0.tex is 3200x1600 but compressed textures must have power of 2 dimensions.

 

Also - your images are not the proper dimensions.

They must have a power of 2 instead of 120 x 104 your image should be 128 x 128

instead of 188 x 288 try 128 x 256

and instead of 3200 x 1600 maybe 4096 x 2048 (or 2048 x 1024)

 

 

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