Ruby~~ Posted June 11, 2013 Share Posted June 11, 2013 Mip-mapping is good to check because ipsquiggle has said so, but probably less important.What mip-mapping does is it creates various scaled down images of the texture to store along with it. This means that it can create better looking images at smaller sizes. If the mipmaps aren't generated, then it is up to your video card to either create them or do extra work when they resize the images.Since it's unusual for a texture to be seen at a much lower resolution than it's created at, it's probably less important. However, if that does happen, it could lead to ugly or incorrect looking scaling. Video cards will mostly handle this fine. However, you'll probably get more reliable results if the mipmaps are pre-generated. I'd still check it though, it will make things work more reliably and doesn't hurt anything, except maybe make the file slightly larger.You are so nice to teach me such things! I used to be confused by them but it's much better now. And someone told me that the white lines generated and something else got wrong because the image is bigger than 15KB, is it right? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-200815 Share on other sites More sharing options...
kiopho Posted June 11, 2013 Share Posted June 11, 2013 Oops, I'm sorry.http://rapidshare.com/files/618663850/armor_sanity.ziphttp://rapidshare.com/files/1368123724/swap_nightsword.ziphttp://rapidshare.com/files/3035861950/nightsword.zipEdit: Well, I did edit the files thousands times and not sure whether the screenshots come from the files, but at least the armor_sanity one.Here Downloads Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-200816 Share on other sites More sharing options...
Ruby~~ Posted June 11, 2013 Share Posted June 11, 2013 Here Downloads[ATTACH=CONFIG]8929[/ATTACH]GREAT! Thank you SOOOOOO much!!And, is the black&red sword your taste? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-200832 Share on other sites More sharing options...
kiopho Posted June 11, 2013 Share Posted June 11, 2013 GREAT! Thank you SOOOOOO much!!And, is the black&red sword your taste? I hoped I was wearing a cape aswell ! Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-200835 Share on other sites More sharing options...
Handsome Matt Posted June 11, 2013 Share Posted June 11, 2013 It's coming.. 1 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-201286 Share on other sites More sharing options...
Developer Ipsquiggle Posted June 12, 2013 Author Developer Share Posted June 12, 2013 You are such a good man. (And handsome, too!) Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-201323 Share on other sites More sharing options...
mautschi Posted June 12, 2013 Share Posted June 12, 2013 (edited) Hello :)I added an item to restore sanity. It uses a recipe to create it. Everything works so far (the ingredients are used) - but Wilson can't pick it up (?) He keeps saying "I can't do that" every time i want to create the item ?Edit:It works now, but the inventoryimage is not available :/ Edited June 12, 2013 by mautschi Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-201696 Share on other sites More sharing options...
zeidrich Posted June 12, 2013 Share Posted June 12, 2013 Hello :)I added an item to restore sanity. It uses a recipe to create it. Everything works so far (the ingredients are used) - but Wilson can't pick it up (?) He keeps saying "I can't do that" every time i want to create the item ?Edit:It works now, but the inventoryimage is not available :/Make sure that there is a texture called inventoryimages/prefab_name.texMake sure it's defined as an asset in modmain like:Assets = { Asset("IMAGE", "inventoryimages/prefab_name.tex"),} Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-201783 Share on other sites More sharing options...
Asha Stella Posted June 12, 2013 Share Posted June 12, 2013 It's coming..What was that ? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-201863 Share on other sites More sharing options...
Ruby~~ Posted June 12, 2013 Share Posted June 12, 2013 Hello :)I added an item to restore sanity. It uses a recipe to create it. Everything works so far (the ingredients are used) - but Wilson can't pick it up (?) He keeps saying "I can't do that" every time i want to create the item ?Edit:It works now, but the inventoryimage is not available :/I have the same question. Maybe the problem of one of the anim files or the image files will cause its happening. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-201884 Share on other sites More sharing options...
Ruby~~ Posted June 12, 2013 Share Posted June 12, 2013 It's coming..WOWWWWWW!! Dying for that!You are such a good man. (And handsome, too!)+1 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-201885 Share on other sites More sharing options...
Malacath Posted June 12, 2013 Share Posted June 12, 2013 (edited) Make sure that there is a texture called inventoryimages/prefab_name.texMake sure it's defined as an asset in modmain like:Assets = { Asset("IMAGE", "inventoryimages/prefab_name.tex"),}And what about having an inventory image but no "on the ground" image?It drives me nuts that it won't work...Edit: I have of course made an asset for the anim/prefab.zip and the game doesn't seem to care about not finding an image Edited June 12, 2013 by Malacath Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-202645 Share on other sites More sharing options...
zeidrich Posted June 12, 2013 Share Posted June 12, 2013 The on the ground image is going to be an anim. You need to set the bank and build and play an animation.Take a look at grass.lua:local assets={ Asset("ANIM", "data/anim/grass.zip"),}local function makefn(stage) local function fn(Sim)--snip--local anim = inst.entity:AddAnimState()--snip--anim:SetBank("grass")anim:SetBuild("grass1")anim:PlayAnimation("idle",true)--snip--end endFor live grass it's that.For picked grass it does;inst.AnimState:PlayAnimation("picked")It works the same way for an inventory item as a world item. It uses the tex in inventoryimages for the inventory itemtile as well as the recipe tab, and it uses the anim for the worldentity. You need to have an anim, have the asset declared in the Assets table, load it, set it's bank, build, and play an animation when the prefab is initialized. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-202664 Share on other sites More sharing options...
Malacath Posted June 12, 2013 Share Posted June 12, 2013 You need to set the bank and build and play an animation.Geez, I even hadinst.AnimState:SetBank()inst.AnimState:SetBuild()in there and didn't fill in the parenthesis xD Thanks a lot! without your help I would've overlooked that for at least another two hours ^^ Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-202765 Share on other sites More sharing options...
futaradragon Posted June 13, 2013 Share Posted June 13, 2013 It's coming..Oh!! Great, You can spoils the functionly of this program?I mean "can custom animate","can crop mask",... Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-203332 Share on other sites More sharing options...
_Q_ Posted June 13, 2013 Share Posted June 13, 2013 [MENTION=55]Ipsquiggle[/MENTION]Can you separate, presets from levels.lua file?It would be good if presets were in separate file so we don't have to overwrite whole levels.lua file and can make custom preset a little easier to handle. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-203551 Share on other sites More sharing options...
BURNY26 Posted June 13, 2013 Share Posted June 13, 2013 Hello guys , im new to this forum and to modding dont starve. I have to say ds is such an amazing game and i alrdy have some very nice ideas and plans going on. Couple of questions though first. Is there some sort API I could find to know which functions mean what ,and are there any coding suggestions or modsuggestions in general? thx! :)Any ideas / suggestions for luacoding? Books ,links? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-203579 Share on other sites More sharing options...
Developer Ipsquiggle Posted June 13, 2013 Author Developer Share Posted June 13, 2013 @IpsquiggleCan you separate, presets from levels.lua file?It would be good if presets were in separate file so we don't have to overwrite whole levels.lua file and can make custom preset a little easier to handle.Does this do the trick for you?-- modmain.luaGLOBAL.require("map/levels")-- find an existing preset:local darknes = nilfor k,level in ipairs(GLOBAL.levels.sandbox_levels) do if level.id == "COMPLETE_DARKNESS" then darkness = level break endend-- do some kind of modification, like adding a new tasktable.insert(darkness.tasks, "Guarded For a nice walk")-- add a preset:local my_preset = GLOBAL.Level({ id = "MY_PRESET", name = "My lovely preset!", tasks = { "Make a pick", "Easy Blocked Dig that rock", "Great Plains", "Guarded Speak to the king", },})table.insert(GLOBAL.levels.sandbox_levels, my_preset) Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-203826 Share on other sites More sharing options...
Developer Ipsquiggle Posted June 13, 2013 Author Developer Share Posted June 13, 2013 Hello guys , im new to this forum and to modding dont starve. I have to say ds is such an amazing game and i alrdy have some very nice ideas and plans going on. Couple of questions though first. Is there some sort API I could find to know which functions mean what ,and are there any coding suggestions or modsuggestions in general? thx! :)Any ideas / suggestions for luacoding? Books ,links?Hey, welcome to the forum! :)Depending on your level of skill: If you've programmed before in other languages, the Lua Manual is a good place to start for understanding the language. http://www.lua.org/manual/5.1/If you've never programmed, I recommend http://www.codecademy.com/ for an introduction to the basics.As far as the Don't Starve API, well, there isn't really one... modders have access to basically any function in the game, so the best way to learn is to find an existing object in the game or a mod that's similar to what you envision, and start picking it apart. Start with something simple, not your boldest plan, and see if you can make it happen. As you work with the system it'll start becoming more clear to you how things are accomplished and where to look for functions and features.Also, don't be afraid to ask specific questions in these forums! Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-203837 Share on other sites More sharing options...
_Q_ Posted June 13, 2013 Share Posted June 13, 2013 Does this do the trick for you?-- modmain.luaGLOBAL.require("map/levels")-- find an existing preset:local darknes = nilfor k,level in ipairs(GLOBAL.levels.sandbox_levels) do if level.id == "COMPLETE_DARKNESS" then darkness = level break endend-- do some kind of modification, like adding a new tasktable.insert(darkness.tasks, "Guarded For a nice walk")-- add a preset:local my_preset = GLOBAL.Level({ id = "MY_PRESET", name = "My lovely preset!", tasks = { "Make a pick", "Easy Blocked Dig that rock", "Great Plains", "Guarded Speak to the king", },})table.insert(GLOBAL.levels.sandbox_levels, my_preset)Thank You.What else is in that GLOBAL thing?From the time the whole mod system got implemented we got this:GLOBALTable that points to the global environment of the gameWhat is in this global environment? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-203844 Share on other sites More sharing options...
Developer Ipsquiggle Posted June 13, 2013 Author Developer Share Posted June 13, 2013 Does this do the trick for you?Scratch that, something's broken. I'll have a look into it, but hopefully this will be the correct way. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-203847 Share on other sites More sharing options...
infernalthing Posted June 13, 2013 Share Posted June 13, 2013 Hi, can someone please tell me how do I make my character eat rot without penalty and a hunger bonus? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-203986 Share on other sites More sharing options...
Developer Ipsquiggle Posted June 13, 2013 Author Developer Share Posted June 13, 2013 Thank You.What else is in that GLOBAL thing?From the time the whole mod system got implemented we got this:GLOBALTable that points to the global environment of the gameWhat is in this global environment?So I had to rearrange some world gen stuff, but in the next version you'll be able to override and add presets like that. For the time being you just have to brute-force it, sorry.Basically we run modmain.lua in it's own global space. It makes it easier and quicker to do common mod-specific tasks, and also makes it harder for mods to accidentally overwrite data from the main game.So there are two environments, like this:GLOBAL YOUR MOD====== ========a = 1 a = 2print(a) -- 1 print(a) -- 2 print(GLOBAL.a) -- 1So if you want to use or set something that exists outside of your mod, you use GLOBAL to say, "yes, I actually mean to set this in the main game." Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-204084 Share on other sites More sharing options...
Developer Ipsquiggle Posted June 13, 2013 Author Developer Share Posted June 13, 2013 Hi, can someone please tell me how do I make my character eat rot without penalty and a hunger bonus?This is similar to how WX78 works, and how Wolfgang works. Have a look at them for a start. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-204089 Share on other sites More sharing options...
infernalthing Posted June 13, 2013 Share Posted June 13, 2013 This is similar to how WX78 works, and how Wolfgang works. Have a look at them for a start.From WX78 this gives him his perk: inst.components.eater.ignoresspoilage = trueBut it's limited to food that didn't turn into rot. Idon't know how to make rot give hunger to my character. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/9/#findComment-204096 Share on other sites More sharing options...
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