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Custom assets with modding


gibbert

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It's now possible to mod in your own images and audio! :D I have been trying a lot of things and have found methods to use mods in Rotwood with as many modding API features as possible atm and still improving.

At the current state of Rotwood modding (still experimental and only unofficial support), you can do most basic things, most notably custom widgets/imgui debug panels, stategraphs, components, AddClassPostConstruct, PostInit functions, mod config options, and now, custom assets.

You'll need to patch the built in mod manager, I have a guide for that here https://github.com/zgibberish/rotwood-modloader/blob/modwrangler/README.md

You can load png files as images with mods, just need to add them in an Assets table (like how DST mods do it). And now you can also load and use custom fmod bank files for modded audio. Though it needs a bit more work.

Here is a guide I wrote for audio modding in Rotwood that goes more in depth about it (I highly recommend reading this because it has some important notes): https://github.com/zgibberish/rotwood-mods/blob/main/docs/modded_audio.md

But I'll skim through it again below:

Rotwood uses a lot of more modern tech (similar to Griftlands) and that includes a newer version of FMOD than DST's, so it functions very similar to Griftlands.

According to what I've found, you can't load more than 1 master bank, but if you make your modded audio banks have the same master bus GUID has the game's own master bank, it will work.

The process involves finding Rotwood's FMOD master bus GUID, then replacing a normal fmod project's master bus GUID with that. I've already done that so you don't have to go through all the annoying work. Rotwood's master bus GUID is {28889e88-e58b-440c-9687-8879e4f60424}.

I will include below this post an empty modified FMOD project file that is compatible with Rotwood, you can start from that as a template and add your own sound events.

You'll also need a modern version of FMOD Studio (I would recommend 2.02.20), you can download it here (needs an account to download tho) https://www.fmod.com/download

Please note that there's currently no official modding support for Rotwood and Klei won't be able to help you with it. My intention is for this to be mostly aimed towards modders and tinkerers right now, and to have fun with what you can do with the game at this state, it's all still quite experimental :D. Do make backups of your save files if you intend on messing around with this tho.

 

https://streamable.com/pb9l8q

 

bonus: something something Mod Menu supports mod icons now :3

2024-10-18_231646_1366x768.png.d1c85c09554c94686386dc2acd67689c.png

rotwood_fmod.zip

I'd say not quite, anim modding is still not really a thing yet. I've done some research, but this is not really my area and I'm still stuck on it atm. I managed to read anim files, but that's basically it, I still have no idea what to do them now :/

bulbin.txt animbin.txt

Sorry, I didn't understand the previous reply. Are you not sure how to make animation, or is there something wrong with the current animation?
If everything is all right, you can use the following references.
#Klei animation toolkit/Klei Animation Tool
>https://forums.kleientertainment.com/forums/topic/142963-tool-some-animation-tools/

# # My own production mode is as follows:
List of software used:
-animation frame software/Spriter Pro Edition
-Klei Animation Tool - #10-Texture And Atlas Packer[gui] (TAAP)
> use Spriter to edit the animation, including the pictures used in each frame, the details of each frame, etc. The default save file suffix is. scml, which is exported as. png, and packaged as Tex in TAAP.

I hope it helps you.

——————

抱歉,我没有理解之前的回复,您是不清楚如何制作动画,还是当前的动画添加有问题?
如果一切正常的话可以使用以下的一些参考。
#Klei动画工具包/ Klei Animation Tool
>https://forums.kleientertainment.com/forums/topic/142963-tool-some-animation-tools/

##我自己的制作模式如下:
用到的软件列表:
-动画帧软件 / Spriter Pro Edition
-Klei Animation Tool - #10-Texture And Atlas Packer[gui] (TAAP)
>使用 Spriter 中编辑好动画,其中包括每帧使用的图片,每帧的细节设定等,其默认保存文件后缀为 .scml ,将其导出为 .png ,在 TAAP中,将其打包为Tex

希望这对您有帮助。
 

On 11/4/2024 at 10:55 AM, gibberish said:

I'd say not quite, anim modding is still not really a thing yet. I've done some research, but this is not really my area and I'm still stuck on it atm. I managed to read anim files, but that's basically it, I still have no idea what to do them now :/

bulbin.txt 12.24 kB · 5 downloads animbin.txt 38.56 MB · 2 downloads

This could be REALLY useful, and here's why: When you want to add something with an animation (like a weapon), you need a .bin file (e.g., build.bin) and a .tex file (e.g., atlas-0.tex). Making a .tex file is easy, but creating a .bin file is impossible (I think). The game needs a .bin file to link to the animation, and you can't make your own. Copying an existing one doesn't work either, since its data is tied to a different animation. So, this is the only way to add a new anim (at least as far as I know). 
Sorry if this is difficult to understand, I'm half-asleep.

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