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  1. 1. You can"

    • A. Convert the files into .png or whatever through a software
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    • B. Skimmed pass a file and literally wasting your time here
      0
    • C. Such magic does not exist in this realm
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is there a way I could get the image files for all the players and junk? I try and look inside the files and it seems to me their all in like .tex or .xml files. I tried using all converters I could find but it all just splurted out all sorts of alien language beyond my comprehension.

Is there a way to convert these or have I completely and entirely missed a folder containing literally all the image files in the game?

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Here. I use this all the time and so do many other people:

download 1.4.1 and you will find two tools: TexTool and TexCreator.

TexTool lets you open a tex image as well as save it as something else. TexCreator allows you to convert an image into a tex file and you give it an output location.

Very specific suggestion: Since you can only open tex files from within textool in the original version, I suggest you download the rawii22 fork from github if you know how to do that. It allows you to open a .tex file from file explorer without having to first open textool. You just click on it normally. (Also you might have to set it as the default program for opening and such...)

oh my god thank you It works perfectly! So I make new .tex files for my character mod i'm workin on and whenever I open a new world and enter the lobby as soon as I hover over the character's icon it kinda ever so slightly possibly i don't know like- Crashes the entire game

Is there a way to fix this problem? again, thanks for your link to TexTool and TexCreator.

5 hours ago, eeerasdxdasfdds said:

oh my god thank you It works perfectly! So I make new .tex files for my character mod i'm workin on and whenever I open a new world and enter the lobby as soon as I hover over the character's icon it kinda ever so slightly possibly i don't know like- Crashes the entire game

Is there a way to fix this problem? again, thanks for your link to TexTool and TexCreator.

Without client and or server logs it is very difficult to determine your error. Likely if this is a custom character using the esctemplate you probably didn't do what the readme files in the esctemplate said. 

I am assuming your bigportrait and or name files are not updated correctly. Also dst has very specific tex file requirements images need to be a power of 2 and 2d mipmaps which is 1d in the textool.

  • Like 1

So I feel like what your getting at is that I change the texture type on TexTool to 1D? I just delete the old .tex files, insert my .png inside the TexCreator and pop it back out into the folder. Twas I incorrect for everth doing such actions

 

Log: 

client_log.txt

54 minutes ago, eeerasdxdasfdds said:

So I feel like what your getting at is that I change the texture type on TexTool to 1D? I just delete the old .tex files, insert my .png inside the TexCreator and pop it back out into the folder. Twas I incorrect for everth doing such actions

 

Log: 

client_log.txt 36.81 kB · 0 downloads

I just looked at your client log, I recommend if you are using the esctemplate for a custom character to read the readme files, there is a tutorial somewhere in ultroman's tutorial thread as well. Because your current images aren't power of 2 according to the client log. When I get home later I'll take a look at the tex tool to make sure the parameters for extracting and inserting I mentioned are correct.

  • Like 1
On 6/3/2020 at 12:39 PM, IronHunter said:

I just looked at your client log, I recommend if you are using the esctemplate for a custom character to read the readme files, there is a tutorial somewhere in ultroman's tutorial thread as well. Because your current images aren't power of 2 according to the client log. When I get home later I'll take a look at the tex tool to make sure the parameters for extracting and inserting I mentioned are correct.

My folder for the character did not come with readme files for the big portraits folder. It did have one for the names images saying

The contents of this folder are converted by the autocompiler.

V1.2.4
After compiling names_[character].png and names_gold_[character].png, open the respective .xml in a text editor.
In both files, change the Element name to "[character].tex". (Do not change the Texture filename)

This is in order to get the name to show up in the character select screen. If you edit the image afterwards, you will have to repeat this after it re-compiles.

Example:
<Atlas>
    <Texture filename="names_esctemplate.tex" />
    <Elements>
        <Element name="esctemplate.tex" u1="0.00048828125" u2="0.85498046875" v1="0.1533203125" v2="0.9990234375" />
    </Elements>
</Atlas>

<Atlas>
    <Texture filename="names_gold_esctemplate.tex" />
    <Elements>
        <Element name="esctemplate.tex" u1="0.00048828125" u2="0.85498046875" v1="0.1533203125" v2="0.9990234375" />
    </Elements>
</Atlas>

 

 

but I havn't messed with those files at all yet, so that can't be the problem

On 6/4/2020 at 1:48 PM, eeerasdxdasfdds said:

My folder for the character did not come with readme files for the big portraits folder. It did have one for the names images saying

The contents of this folder are converted by the autocompiler.

V1.2.4
After compiling names_[character].png and names_gold_[character].png, open the respective .xml in a text editor.
In both files, change the Element name to "[character].tex". (Do not change the Texture filename)

This is in order to get the name to show up in the character select screen. If you edit the image afterwards, you will have to repeat this after it re-compiles.

Example:
<Atlas>
    <Texture filename="names_esctemplate.tex" />
    <Elements>
        <Element name="esctemplate.tex" u1="0.00048828125" u2="0.85498046875" v1="0.1533203125" v2="0.9990234375" />
    </Elements>
</Atlas>

<Atlas>
    <Texture filename="names_gold_esctemplate.tex" />
    <Elements>
        <Element name="esctemplate.tex" u1="0.00048828125" u2="0.85498046875" v1="0.1533203125" v2="0.9990234375" />
    </Elements>
</Atlas>

 

 

but I havn't messed with those files at all yet, so that can't be the problem

At this point this issue has escalated to territory that is becoming impossible to troubleshoot without the mod folder and files. To try and replicate myself.

Edit:

If you could .zip your mod folder and attach it here for further analysis that would be ideal.

Edited by IronHunter
  • Like 1

If the problem is with tex files not loading properly in game, maybe you could try what @IronHunter mentioned earlier. If you can alter your image sizes, check out what sizes the game uses (for portraits and other stuff), and then resize you mod's images. I've had the game just completely destroy itself JUST BECAUSE MY MODICON.TEX WAS THE WRONG SIZE.

12 hours ago, rawii22 said:

If the problem is with tex files not loading properly in game, maybe you could try what @IronHunter mentioned earlier. If you can alter your image sizes, check out what sizes the game uses (for portraits and other stuff), and then resize you mod's images. I've had the game just completely destroy itself JUST BECAUSE MY MODICON.TEX WAS THE WRONG SIZE.

image.png.8bdad379a7306e9e2710695b09521b9e.png

There is air where all the character's stats go.

Well my game crashing days should be over, but my image that actually managed to show up in the game without the game combusting is outlined and it doesn't really spice my monster lasagna.

image.png.bfcf04db3bc447605ce97df986ece279.png

Ignore the charcter inside the portrait that was just an example drawing 

I'm not sure if its a setting on TexCreator or my actual image I made but it just has an aura of white. we're almost done here at least

  • Like 1

I am not sure why you don't just compile it normally like a normal mod character, as that compiles it with the proper settings instead of using the textool/texcreator's to export and import your own image.

This looks like a mipmap or compression issue for your text tool.

  • Like 1

You'll want to check Generate Mipmaps as every texture I am aware of has them, I am not sure what the difference in the filters will do for the game, but in photoshop they effect how the quality of the image is retained when scaled down. So that might require some experimentation, to see if they scale nicely. I think I mostly just use the default filter. I don't think normal textures use pre-multiply alpha that seems something that is more used by particle effects, as I am not sure if animstate stuff even use alpha channels like that.

17 minutes ago, eeerasdxdasfdds said:

For some reason mine doesn't compile and automatically add a .tex file, and the game just crashes since there is no esctemplate.tex

 

these were the settings on my texcreator that I used

image.png.694ba9e276081eb2f19fe6bae92fae4a.png

Edit:
If you are having compiling issues, it might be worth troubleshooting your tools by running it directly from the mod tools folder, and seeing what errors are being spit out in its log files.

Edited by IronHunter
  • Like 1
2 hours ago, eeerasdxdasfdds said:

I checked on Generate Mipmaps and nothing changed. same outline :C

I always open the auto compiler right out of the folder, but where are the log files it has so I can find out the problem?

As far as I am aware there isn't a generated log but you can run the autocompiler in the cmd line.
If you aren't knowledgeable about how to operate command line you simply need to either google how to run a .exe from command or follow these steps:

To change drive: type your desired drives letter followed by a : (Important if you installed steam in a different drive other than C)

To change the directory type:
cd followed by the path to your .exe folder C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools (whatever the path to this folder is you can right click the autocompiler.exe and get the path)

now that you have changed the rootdirectory to the mod_tools folder
type autocompiler.exe and it'll automatically run it and capture what the autocompiler spat out so you have a moment to read it.

 

  • Like 1
46 minutes ago, IronHunter said:

As far as I am aware there isn't a generated log but you can run the autocompiler in the cmd line.
If you aren't knowledgeable about how to operate command line you simply need to either google how to run a .exe from command or follow these steps:


To change drive: type your desired drives letter followed by a : (Important if you installed steam in a different drive other than C)

To change the directory type:
cd followed by the path to your .exe folder C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools (whatever the path to this folder is you can right click the autocompiler.exe and get the path)

now that you have changed the rootdirectory to the mod_tools folder
type autocompiler.exe and it'll automatically run it and capture what the autocompiler spat out so you have a moment to read it.

 

 

After 20 painful minutes i did everything and managed to splurt this out!

compiler registered: .\png
compiler registered: .\scml


>> Compiling .\..\..\Don't Starve Together\mods\Custom items and item tab [tutorial]\images\avatars\avatar_ghost_taern.png.

=================

"".\png.exe" ".\..\..\Don't Starve Together\mods\Custom items and item tab [tutorial]\images\avatars\avatar_ghost_taern.png" ".\..\..\Don't Starve Together\mods\Custom items and item tab [tutorial]""

thats all that came up in a notepad window

But after it compiled everything, the portrait still had a misty outline

 

38 minutes ago, eeerasdxdasfdds said:

wait. whenever I do the same process I did with the portrait for the name, the name that appears in the lobby is perfect. I think the glow that the portrait has just transforms and makes it look all greasy and ugly...

I am stumped, I have never encountered such a stubborn compiling of the big portrait before.
I honestly am not sure where to proceed from here. The only thing I can think of is maybe there is something wrong with the compiler?
If anybody else has suggestions to answer this this would be nice to resolve.

  • Like 1

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