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Hello there! I was making a custom character mod based on this tutorial: 

1. However, when I launched a server with the mod with the TEX and XML files removed, I got the below error.

2. I tried placing the TEX and XML files from the example character which made the mod run but with the textures completely missing.

I don't see any .TEX files in the mod folder after running DST which I thought was supposed to run some kind of auto-compiler that turns the PNGs into TEX and presumably put them in the mod folder. I also didn't see any black window with white text like the tutorial says I should see.

I'd truly appreciate any help with this, shouldn't have put so much effort into the sprites before I knew how to actually make it work haha... Maybe some way to manually compile these?

 

[00:00:23]: [string "scripts/util.lua"]:630: Could not find an asset matching images/saveslot_portraits/charactername.tex in any of the search paths.
LUA ERROR stack traceback:
    =[C]:-1 in (global) assert (C) <-1--1>
    scripts/util.lua:630 in (global) resolvefilepath (Lua) <625-632>
    scripts/mainfunctions.lua:121 in (local) resolve_fn (Lua) <119-125>
    scripts/mainfunctions.lua:109 in (global) RegisterPrefabsImpl (Lua) <103-117>
    scripts/mainfunctions.lua:140 in (global) RegisterSinglePrefab (Lua) <139-141>
    scripts/mods.lua:682 in (method) RegisterPrefabs (Lua) <643-687>
    scripts/gamelogic.lua:316 in (upvalue) LoadAssets (Lua) <168-351>
    scripts/gamelogic.lua:1084 in (local) cb (Lua) <1079-1086>
    scripts/shardindex.lua:214 in (upvalue) OnLoadSaveDataFile (Lua) <196-215>
    scripts/shardindex.lua:231 in () ? (Lua) <230-232>
    =[C]:-1 in (method) GetPersistentStringInClusterSlot (C) <-1--1>
    scripts/shardindex.lua:230 in (method) GetSaveData (Lua) <223-244>
14 hours ago, summerlings said:

Hello there! I was making a custom character mod based on this tutorial: 

1. However, when I launched a server with the mod with the TEX and XML files removed, I got the below error.

2. I tried placing the TEX and XML files from the example character which made the mod run but with the textures completely missing.

I don't see any .TEX files in the mod folder after running DST which I thought was supposed to run some kind of auto-compiler that turns the PNGs into TEX and presumably put them in the mod folder. I also didn't see any black window with white text like the tutorial says I should see.

I'd truly appreciate any help with this, shouldn't have put so much effort into the sprites before I knew how to actually make it work haha... Maybe some way to manually compile these?

 

[00:00:23]: [string "scripts/util.lua"]:630: Could not find an asset matching images/saveslot_portraits/charactername.tex in any of the search paths.
LUA ERROR stack traceback:
    =[C]:-1 in (global) assert (C) <-1--1>
    scripts/util.lua:630 in (global) resolvefilepath (Lua) <625-632>
    scripts/mainfunctions.lua:121 in (local) resolve_fn (Lua) <119-125>
    scripts/mainfunctions.lua:109 in (global) RegisterPrefabsImpl (Lua) <103-117>
    scripts/mainfunctions.lua:140 in (global) RegisterSinglePrefab (Lua) <139-141>
    scripts/mods.lua:682 in (method) RegisterPrefabs (Lua) <643-687>
    scripts/gamelogic.lua:316 in (upvalue) LoadAssets (Lua) <168-351>
    scripts/gamelogic.lua:1084 in (local) cb (Lua) <1079-1086>
    scripts/shardindex.lua:214 in (upvalue) OnLoadSaveDataFile (Lua) <196-215>
    scripts/shardindex.lua:231 in () ? (Lua) <230-232>
    =[C]:-1 in (method) GetPersistentStringInClusterSlot (C) <-1--1>
    scripts/shardindex.lua:230 in (method) GetSaveData (Lua) <223-244>

Have you installed Don't Starve Mod Tools?, install it on the same drive as DST

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