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We'll have to wait for Klei to release a better TEX converter and some documentation on the python script that goes with the animations (I think). Other then that, it's definitely possible, though the modding community still needs more getting acquainted with the code (and the code is still changing a lot with each updated).Though the scope of adding new characters would probably be a bit beyond a mere tutorial.

Yes i have edited characters using a lua editor but i'm interested in adding more and i think this could create a whole new system of character suggestion so people can comment on the characters gameplay instead of just flipping a coin or something.

I was wondering about this as well. Is there anyway to just copy and paste all character data but give them new graphics for all the corresponding animations? I know the converter for these things isn't very good at the moment, but I'm talking hypothetically, looking to the future.Of course this wouldn't be super update friendly (probably at all), but it would be somewhat as simple as drag and dropping files each time and pasting in code for the new character profiles.

Edited by Muffinsforever

I was wondering about this as well. Is there anyway to just copy and paste all character data but give them new graphics for all the corresponding animations?

True we cannot edit animations, but there is nothing stopping us from adding new graphics. Just use the TEXTool to convert to workable format, then TextureConverter.exe to format into .tex.

True we cannot edit animations, but there is nothing stopping us from adding new graphics. Just use the TEXTool to convert to workable format, then TextureConverter.exe to format into .tex.

Does the conversion work with animations? I've been going through the forums and looking at the tools and I am getting mixed signals on the current tools and their abilities. The other thing is how to add a character that the game can recognize, would that be in the constants.lua, where you can access the in-completed characters? Or somewhere else?

I'm not 100% sure how animations interact with the textures, but the few re-colours I tried doing kept their cohesion in-game.As for how to implement them LUA-wise, well, that's probably going to take a lot of work as well. I haven't really looked at it.

[MENTION=12700]Heavenfall[/MENTION]Just to clarify, re-colors of what? the image and inventory images? or have you started changing the animation zip files?-----So far, my attempts to copy an existing animation zip file, rename it, replace the tex files and load it into the game have failed. I noticed that the prefab name is embedded in the animation build.bin file and used a hex editor to change it and still could not get the game to load a "custom" animation file.Most of the graphics for the interactive prefabs come from the animation files so until we can make custom versions of them (and all new ones eventually) then all new characters seems a no go for now.For now, I have submitted my example mod as a test case for Bigfoot to take a look at when he gets a chance....but I do not expect much to get resolved on this front until after the game is released.

I mean opening up a build file, replacing the .tex inside. For example wilson.zip is a build file.

Posted Image

Just a wilson with inversed colours. Nevermind the crappy details, that's a result of inversing the colour, not a problem with the conversion process.

Ok...sure replacing the tex files in existing anim files is currently doable since you are not changing the names of anything.But that affects the prefab in question and does not provide a way to have *new* prefab anims based on the existing ones.Have you had success in overriding the anim files from a mod's anim folder? I have not so far.

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