Yakuzashi Posted February 12, 2020 Share Posted February 12, 2020 (edited) Hello everyone. I know there are some tutorials that cover this topic, but in my opinion it might seem to be too hard to follow by fresh members of this amazing forum. In fact I have learnt a lot from those ancient manuscripts, so don't get me wrong. I will try to explain you how to create custom crafting tab and custom items (on head, body, hand slots). Template is ready to download in attachment section. I think you will spot differences between original ESCTemplate and my version with items, so it's self explanatory. I have described some stuff inside .lua files, but if something will cause you trouble just let me know in the comments and I will explain it further. I have used already existing armor and hat graphisc, because I am too lazy, but you can do whatever you want. In order to decompile anim from game you can use ktools: ktools: Cross-platform modding tools for Don't Starve 4.4.0 and if you don't understand it yet, check this out: [TUTORIAL] How to use Krane from Ktools Sources Work of the Old Masters -------------------------------- [Tutorial] Using Extended Sample Character Template [Tutorial] Creating a "handslot-equippable-item" from scratch Hat Example 1.0 I hope you will find it useful my dear Newcomers. Of course I forgot to attach template. There you go. Custom items and item tab [tutorial].rar UPDATED VERSION - Custom items and item tab [template] - updated 21.04.2021.rar Quote Help me! My item is invisible in game! What to do if your game doesn't crash but your custom item is invisible? 1. Make sure that you placed location of .zip file (inside of anim folder) under local assets={} function. Quote ex. Asset("ANIM", "anim/name.zip"), 2. Make sure that you saved Spriter project (.scml) as [name_of_your_custom_item].scml and marked .scml file format. Edited April 21, 2021 by Yakuzashi Bottom of the tutorial + volume reduction 2 4 Link to comment Share on other sites More sharing options...
Pinkamena11FazP Posted February 13, 2020 Share Posted February 13, 2020 When I try doing "krane anim.bin build.bin name" on CMD it says 'krane' is not recognized as an internal or external command, orperable program or batch file Link to comment Share on other sites More sharing options...
Yakuzashi Posted February 13, 2020 Author Share Posted February 13, 2020 I guess it's installation related issue. Do you have Microsoft's Visual C++ 2013 Redistributable Package on your computer? It's very important for ktools in order to work. Link to comment Share on other sites More sharing options...
Pinkamena11FazP Posted February 21, 2020 Share Posted February 21, 2020 (edited) I do have it but it just refuses to load up Edited February 21, 2020 by Pinkamena11FazP Link to comment Share on other sites More sharing options...
ry3bread Posted March 11, 2020 Share Posted March 11, 2020 (edited) On 2020-02-21 at 4:10 PM, Pinkamena11FazP said: I do have it but it just refuses to load up Try using the full path in your commands. For me krane won’t work otherwise even though it’s in my env variables. Thinking about it now, might help if you move krane higher (closer to first) in your path variables. Referencing it as ‘krane’ might be resolving okay, but you may be getting a dependency (also from path) that windows thinks is identical but isn’t. Maybe getting the one packaged with krane is why only the direct fullpath method works (assuming it does for you). Let me know what you find out, good luck Edited March 11, 2020 by ry3bread Typo Link to comment Share on other sites More sharing options...
Pinkamena11FazP Posted March 11, 2020 Share Posted March 11, 2020 10 hours ago, ry3bread said: Try using the full path in your commands. Is it the location like C:/(name)/ktools/ktools ? Link to comment Share on other sites More sharing options...
ry3bread Posted March 13, 2020 Share Posted March 13, 2020 On 2020-03-11 at 2:01 PM, Pinkamena11FazP said: Is it the location like C:/(name)/ktools/ktools ? Yep wherever you unzipped it to! For me it’s C:/ktools/krane.exe. Depends on whether you ended up with a redundant directory when you unzipped. Whatever the path up to and including krane.exe is. For example my commands look like: “C:/ktools/krane.exe” anim.bin build.bin . Notice the period at the end, that’s because I like to cd to the unzipped asset folder before running the command, and the . is where you specify where the dump should go. Often, a dot means the folder where you’re executing the command. If you don’t go that route, you’ll have to type the full paths of the anim and build, and then likely again for the output parameter at the end, so I prefer that way. If you can verify for me that your krane works, I can send you an “easy krane” tool that I use personally. I think you’ll like how simple it makes the process. Link to comment Share on other sites More sharing options...
red1500z Posted June 26, 2020 Share Posted June 26, 2020 hello I have a problem my hat when touching the ground disappears someone knows how to fix it? Link to comment Share on other sites More sharing options...
Yakuzashi Posted August 19, 2020 Author Share Posted August 19, 2020 @red1500z Hi, you can send me your mod folder as .zip and I will take a look at it. Cheers! Link to comment Share on other sites More sharing options...
Siilybunsurviv Posted September 2, 2020 Share Posted September 2, 2020 Hello! looks really helpful but this works as well with single DS? is the code any different? Link to comment Share on other sites More sharing options...
Yakuzashi Posted September 3, 2020 Author Share Posted September 3, 2020 @Siilybunsurviv Hi. Unfortunately I have no previous experience with DS, but I hope someone acknowledged will reply soon. Cheers! Link to comment Share on other sites More sharing options...
red1500z Posted September 5, 2020 Share Posted September 5, 2020 I already fixed it but thanks for answering Link to comment Share on other sites More sharing options...
Diamondexploder Posted November 11, 2020 Share Posted November 11, 2020 Please help, I've been tinkering with all the settings to make a scarf like hat, and everything else works, the only issue is that it disappears when worn or dropped and the zip file is in the anim folder and I've tried re-doing the spriter images and the vertexes and they still won't show. Link to comment Share on other sites More sharing options...
Yakuzashi Posted November 11, 2020 Author Share Posted November 11, 2020 @Diamondexploder You can DM me your whole mod folder in .zip and I will take a look. Link to comment Share on other sites More sharing options...
Glowy Squiddy Posted November 11, 2020 Share Posted November 11, 2020 Is there a way how to remove the character? Because i want only the items and tab, not the character. Link to comment Share on other sites More sharing options...
Yakuzashi Posted November 11, 2020 Author Share Posted November 11, 2020 Just remove the character then. You will know what is not character by comparing this template with ESCTemplate. Link to comment Share on other sites More sharing options...
Glowy Squiddy Posted November 12, 2020 Share Posted November 12, 2020 14 hours ago, Yakuzashi said: Just remove the character then. You will know what is not character by comparing this template with ESCTemplate. But how? I tried to do it and the mod crashed Link to comment Share on other sites More sharing options...
Totopon_XD Posted November 13, 2020 Share Posted November 13, 2020 How i can change the size of the "weapon"? Link to comment Share on other sites More sharing options...
Yakuzashi Posted November 14, 2020 Author Share Posted November 14, 2020 By editing the .png itself. When you will try to resize the .scml inside of Spirter then it doesn't work. Link to comment Share on other sites More sharing options...
Psychomaniac Posted November 17, 2020 Share Posted November 17, 2020 @Yakuzashi can you show me how i can convert an image (.PNG file) to .tex (with a .xml file). I saw someone mentioned about a autocompiler, TEXTool but i can't find it (sorry). I want to create a custom craft tab, i found a mod that add a new craft tab, and try to made one by copy that, but i need a image for Image\hud folder (a .xml and .tex file). I found an image from the internet, don't know how to convert it to the 2 file mentioned above. Can you help me out!!! Link to comment Share on other sites More sharing options...
Yakuzashi Posted November 17, 2020 Author Share Posted November 17, 2020 (edited) TEX Creator converts .png into .tex. I always copy .xml file and rename it. As you can see I manually set the filename and element name. I think autocompiler does this stuff for you, but I prefer to be extra sure. <Atlas><Texture filename="craftingtabicon.tex" /><Elements><Element name="craftingtabicon.tex" u1="0.00390625" u2="0.99609375" v1="0.00390625" v2="0.99609375" /></Elements></Atlas> craftingtabicon.xmlcraftingtabicon.tex If I remember correctly the 128x128 format works without any bugs. My settings for TEX Creator: and TEX Tools download link itself:https://forums.kleientertainment.com/files/file/73-handsome-matts-tools/ Cheers! Now, excuse me but sleeping pills hit me like a mad beefalo, so it's time for me. Edited November 17, 2020 by Yakuzashi 1 Link to comment Share on other sites More sharing options...
Psychomaniac Posted November 18, 2020 Share Posted November 18, 2020 (edited) Thank you very much !!!! 10 hours ago, Yakuzashi said: copy .xml file and rename it I though those number behind the u & v are difference for each .tex file, and the .xml file was created by the TexTool the same time you convert the .png file. Again, thank you very much. As a Copy-paster aka know next to nothing about moding, i can't believe i can pull this off new craft tab for my mod char was created and work as intend :D, super happy!!! At first i didn't notice this: 10 hours ago, Yakuzashi said: the 128x128 format Then i checked and saw the original image was 178x178, but your file still work, image kinda bigger than other tab but just a little bit. then i try to scale it down to 128x128, and use Matt's Tex Tool 1.4.1 to convert it to .tex file and replaced the bigger one, unfortunately it's crashed the game, don't know why, so i switch back to your file and called it a day (it's already worked, no need to try hard :D). P/s: oh, you already resized the image, my bad :D. then maybe there something difference between the resized images, down here is my resized image and yours, if you have time please enlighten me (i already noticed the difference in the color, mine is transparent, yours is black but they are still PNG file). P/s 2: after many try, and still crashed, i searched the forum and found out that the .tex file from TexCreator v1.4.1 is the reason, because when i tried to convert the same file with the TexCreator v1.3.1 it's worked fine. Ok! now everything worked as it should! again, thank you very much. Sweet dream !!! Edited November 18, 2020 by Psychomaniac 1 Link to comment Share on other sites More sharing options...
Thomas Die Posted November 20, 2020 Share Posted November 20, 2020 On 11/12/2020 at 7:55 AM, Glowy Squiddy said: But how? I tried to do it and the mod crashed Remove every instance of refrence to the item/prefab, removing the file itself doesnt fix the problem. 1 Link to comment Share on other sites More sharing options...
Marmalade Posted January 16, 2021 Share Posted January 16, 2021 Is there a way to make the tab appear when near a custom prefab? Link to comment Share on other sites More sharing options...
Pitchblack58 Posted February 15, 2021 Share Posted February 15, 2021 Hi first of all thanks for the awesome template. But I have a problem: I tried to edit the inventoryimage but it wont change. I change the .png and removed tex and xml. After compiling both are created but the in game it wojnt change Link to comment Share on other sites More sharing options...
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