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Hey-hey!

 

Golden names are just the worst, am I right?

Almost every survivor modder faced the invisible golden name problem already, but I have discovered a brand new step in its evolution:

unknown.png

The asset went Turbo.

I use the autocompiler, the name asset if from the name generator (Character Portrait Name Generator for Don't Starve Together (dstealth.com)), the TEX files were modified (from golden_names_character to character).

Do you guys have any tips about this?

Here are the assets:

names_gold_hercegno.thumb.png.64e6f6cd719f978956efcd55cce36dc1.pngnames_gold_hercegno.xmlnames_gold_hercegno.tex

Edited by C_Thun

 

There are a couple things wrong here, but neither of them are your fault I don't think. Your XML file appears to somehow have the wrong filename in it, it doesn't match up with your TEX file, try modifying it so the Texture filename is names_gold_hercegno.tex rather than just hercegno.tex. Leave the Element name alone.

But that doesn't explain it all, corruption like that wouldn't happen with an invalid xml as far as I know, that would come from the game being very angry with your tex file. The image you linked in your post IS the exact image your compiling with right? You aren't processing it through any external programs? As far as I can tell it's the right color depth, which is what the autocompiler always yells at me for.

Iirc, we talked in the DST discord about this briefly, did you try using ktools to compile your tex? I find them pretty useful for stuff like this, they seem to work more consistently than the autocompiler in my experience (unless you're working with colourcubes).

  • Thanks 1

@TheSkylarr

Quote

Your XML file appears to somehow have the wrong filename in it, it doesn't match up with your TEX file, try modifying it so the Texture filename is names_gold_hercegno.tex rather than just hercegno.tex. Leave the Element name alone.

Damn, this was the problematic part after all.

Thanksies :love_heart:

Edited by C_Thun

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