Malacath Posted October 21, 2013 Share Posted October 21, 2013 Are you saying the images I gave you are larger than they would be in the atlas?Í'm afraid this is the case. I wanted to assemble it from an atals I already had and it looks like this (halfway through replacing stuff) 2 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-348760 Share on other sites More sharing options...
Stealthic Posted October 21, 2013 Share Posted October 21, 2013 Í'm afraid this is the case. I wanted to assemble it from an atals I already had and it looks like this (halfway through replacing stuff)Screenshot 2013-10-21 14.02.48.pngExactly how mine looked D: Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-348767 Share on other sites More sharing options...
TheDanaAddams Posted October 21, 2013 Share Posted October 21, 2013 Try making your art double-res. I can't use the compiler, but I thought it half-sized the image... or at least is capable of such through an option? I don't... really know how it works. Though I do remember that all the game's assets were created at double-res, and half-sized when they were imported. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-348770 Share on other sites More sharing options...
Stealthic Posted October 21, 2013 Share Posted October 21, 2013 (edited) Try making your art double-res. I can't use the compiler, but I thought it half-sized the image... or at least is capable of such through an option? I don't... really know how it works. Though I do remember that all the game's assets were created at double-res, and half-sized when they were imported.Well, making the size bigger makes the quality still a bit worse. (I tried it and it didn't look well.) My character still isn't done yet either. She still needs a few things added to her. Edited October 21, 2013 by Stealthic Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-348795 Share on other sites More sharing options...
Developer Cheerio Posted October 21, 2013 Developer Share Posted October 21, 2013 I 'll make a new spriter sample at the appropriate resolution. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-348816 Share on other sites More sharing options...
simplex Posted October 21, 2013 Share Posted October 21, 2013 (edited) @Cheerio Is there a way for an arbitrary piece of code to differentiate among the three possible game states: main menu, worldgen and regular game? To detect worldgen, I've been checking for the existence of the "SEED" global variable. Checking for WorldSim might be better, but still essentially the same approach. To differentiate between the other two, I've been checking for the existence of the world entity (which, in particular, doesn't work for the early stages of the regular game). Is there a better and standardized way of doing that? Edited October 21, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-348894 Share on other sites More sharing options...
Developer Cheerio Posted October 21, 2013 Developer Share Posted October 21, 2013 I 'll make a new spriter sample at the appropriate resolution.Give this a try:sample_dude.zip 1 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-348895 Share on other sites More sharing options...
Stealthic Posted October 21, 2013 Share Posted October 21, 2013 Give this a try:Perfect!! I'll be sure to try it out later tonight. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-348971 Share on other sites More sharing options...
Developer Ipsquiggle Posted October 21, 2013 Author Developer Share Posted October 21, 2013 @CheerioIs there a way for an arbitrary piece of code to differentiate among the three possible game states: main menu, worldgen and regular game?To detect worldgen, I've been checking for the existence of the "SEED" global variable. Checking for WorldSim might be better, but still essentially the same approach. To differentiate between the other two, I've been checking for the existence of the world entity (which, in particular, doesn't work for the early stages of the regular game).Is there a better and standardized way of doing that? This is determined in DoResetAction() in gamelogic.lua. There aren't actually three modes, only two: The main game and worldgen. Detecting SEED seems like a perfectly reasonable way of determining if we are in worldgen (though perhaps a bit non-semantic). As far as main menu or regular game: If you follow the calls in DoResetAction, you can see that either a screen will be created (probably MainScreen, CharacterSelectScreen, or WorldGenScreen) or else a slot will be loaded and DoInitGame will be called, creating the world and Wilson. My point is: Because we don't actually have 'modes' your best bet is actually to test for the existence of (or use init hooks for) the MainScreen or World etc. if you need to act on those things. The reason we provided AddGamePostInit and AddSimPostInit was to provide hooks at different points in this startup process where these things will have been created by. Alternatively, similar to DoResetAction, you can inspect Settings.reset_action yourself, as well as the subsequent logic, to see which path the game will eventually go down if you need to know in advance. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-348972 Share on other sites More sharing options...
Neosaurus Posted October 21, 2013 Share Posted October 21, 2013 This is determined in DoResetAction() in gamelogic.lua. There aren't actually three modes, only two: The main game and worldgen. Detecting SEED seems like a perfectly reasonable way of determining if we are in worldgen (though perhaps a bit non-semantic). As far as main menu or regular game: If you follow the calls in DoResetAction, you can see that either a screen will be created (probably MainScreen, CharacterSelectScreen, or WorldGenScreen) or else a slot will be loaded and DoInitGame will be called, creating the world and Wilson. My point is: Because we don't actually have 'modes' your best bet is actually to test for the existence of (or use init hooks for) the MainScreen or World etc. if you need to act on those things. The reason we provided AddGamePostInit and AddSimPostInit was to provide hooks at different points in this startup process where these things will have been created by. Alternatively, similar to DoResetAction, you can inspect Settings.reset_action yourself, as well as the subsequent logic, to see which path the game will eventually go down if you need to know in advance.Your alive! I got worried ;_; Never do this to me again! Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-348976 Share on other sites More sharing options...
simplex Posted October 21, 2013 Share Posted October 21, 2013 This is determined in DoResetAction() in gamelogic.lua. There aren't actually three modes, only two: The main game and worldgen. Detecting SEED seems like a perfectly reasonable way of determining if we are in worldgen (though perhaps a bit non-semantic). As far as main menu or regular game: If you follow the calls in DoResetAction, you can see that either a screen will be created (probably MainScreen, CharacterSelectScreen, or WorldGenScreen) or else a slot will be loaded and DoInitGame will be called, creating the world and Wilson. My point is: Because we don't actually have 'modes' your best bet is actually to test for the existence of (or use init hooks for) the MainScreen or World etc. if you need to act on those things. The reason we provided AddGamePostInit and AddSimPostInit was to provide hooks at different points in this startup process where these things will have been created by. Alternatively, similar to DoResetAction, you can inspect Settings.reset_action yourself, as well as the subsequent logic, to see which path the game will eventually go down if you need to know in advance. I second @Neosaurus: I was thinking @Cheerio was dabbling in necromancy to conjure up that mod preview thread. Thank you for the tips, they certainly helped. My only remaining grip with it is that this can't be used in modmain.lua (or modworldgenmain.lua) itself, since by then gamelogic.lua hasn't (started to) run yet (so that Settings hasn't been filled and SaveGameIndex doesn't necessarily exist), so a mod can't predict the execution flow by the time it runs. But anyway, differentiating between worldgen and else is what truly matters. The rest can be handled through setting up the proper hooks through the mod API. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349010 Share on other sites More sharing options...
rmoore Posted October 21, 2013 Share Posted October 21, 2013 HHHAAAAAAAALPPPPP!!!!!!Please can anyone compile a list of freeware i can use to make or mod characters?I have mat's tools figured out. I'm able to open .TEX files and save as a .png. I brought it into photoshop and thought if i colored over the existing objects i could reconvert it back to a .TEX file replacing the origional and it would just render my changes, but instead it just made a floating head. The one tutorial mentoined "Spriter",but, unless i purchase the pro edition it seems i can't do anything with it.I'm artisticly enclined but computer's are a rather new media for me, and I'm self taught, so if any one could help it would be awsome. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349074 Share on other sites More sharing options...
Developer Cheerio Posted October 22, 2013 Developer Share Posted October 22, 2013 HHHAAAAAAAALPPPPP!!!!!!Please can anyone compile a list of freeware i can use to make or mod characters?I have mat's tools figured out. I'm able to open .TEX files and save as a .png. I brought it into photoshop and thought if i colored over the existing objects i could reconvert it back to a .TEX file replacing the origional and it would just render my changes, but instead it just made a floating head. The one tutorial mentoined "Spriter",but, unless i purchase the pro edition it seems i can't do anything with it.I'm artisticly enclined but computer's are a rather new media for me, and I'm self taught, so if any one could help it would be awsome.If you're just starting out, one of the funnest and most rewarding things to try is to make a new character. I would highly recommend following this guide and if you get stuck, ask for more halp on the forums . http://forums.kleientertainment.com/index.php?/topic/27341-tutorial-the-artists-guide-to-characteritem-modding/ 1 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349192 Share on other sites More sharing options...
TheDanaAddams Posted October 22, 2013 Share Posted October 22, 2013 The one tutorial mentoined "Spriter",but, unless i purchase the pro edition it seems i can't do anything with it. Actually, the free version of Spriter is fully functional. The Pro version is very nice, though. Very much recommended for any serious animator. Includes IK locking, and a switch for rotation inheritance, which... those two features may seem small, but they become incredibly handy when you're animating seriously. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349224 Share on other sites More sharing options...
afro1967 Posted October 22, 2013 Share Posted October 22, 2013 Hey everyone! For those who don't know me, I've been working on Don't Starve at Klei doing game design, world gen, adventure mode, and lots of other odds and ends, but:For the next while I'm going to be dedicating myself to everything mods! Basically I'm going to be your advocate to the team at Klei, trying to make the process of modding as clear and clean as possible!The main thing is, I don't know yet exactly how I'll be the most useful: My goal is to provide you with the tools and knowledge you need to mod unhindered! So expect to see me hanging around here, answering questions where I can and probably asking a bunch too, so we can figure out how I can be the most useful to everyone. Yee-haw!hi could you help me with the drop function of the tophat where it will show on the ground? it's a rebuild for a witch hat and all is good but ground animation ty Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349414 Share on other sites More sharing options...
afro1967 Posted October 22, 2013 Share Posted October 22, 2013 I 'll make a new spriter sample at the appropriate resolution.hi could you help me with the drop function of the tophat where it will show on the ground? it's a rebuild for a witch hat and all is good but ground animation ty Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349451 Share on other sites More sharing options...
TheDanaAddams Posted October 22, 2013 Share Posted October 22, 2013 hi could you help me with the drop function of the tophat where it will show on the ground? it's a rebuild for a witch hat and all is good but ground animation tyHats are tricky.You most likely have the wrong SetBank, if it's becoming invisible when you drop it.Here's the code to a custom hat I created, based on the straw hat: local assets={ Asset("ANIM", "anim/cutehat.zip"), Asset("ATLAS", "images/inventoryimages/cutehat.xml")}local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "cutehat", "swap_hat") owner.AnimState:Show("HAT") owner.AnimState:Show("HAT_HAIR") owner.AnimState:Hide("HAIR_NOHAT") owner.AnimState:Hide("HAIR")endlocal function onunequip(inst, owner) owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAT_HAIR") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR")endlocal function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) inst:AddTag("hat") anim:SetBank("strawhat") anim:SetBuild("cutehat") anim:PlayAnimation("anim") inst:AddComponent("inspectable") inst:AddTag("irreplaceable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/cutehat.xml" inst:AddComponent("dapperness") inst.components.dapperness.dapperness = (TUNING.DAPPERNESS_MED * 2) inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip( onequip ) inst.components.equippable:SetOnUnequip( onunequip ) return instendreturn Prefab( "common/inventory/cutehat", fn, assets) The straw hat's anim file is "hat_straw.zip" - but the SetBank is "strawhat."It's confusing, and tripped me up a bit. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349464 Share on other sites More sharing options...
afro1967 Posted October 22, 2013 Share Posted October 22, 2013 Hats are tricky.You most likely have the wrong SetBank, if it's becoming invisible when you drop it.Here's the code to a custom hat I created, based on the straw hat:local assets={ Asset("ANIM", "anim/cutehat.zip"), Asset("ATLAS", "images/inventoryimages/cutehat.xml")}local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "cutehat", "swap_hat") owner.AnimState:Show("HAT") owner.AnimState:Show("HAT_HAIR") owner.AnimState:Hide("HAIR_NOHAT") owner.AnimState:Hide("HAIR")endlocal function onunequip(inst, owner) owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAT_HAIR") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR")endlocal function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) inst:AddTag("hat") anim:SetBank("strawhat") anim:SetBuild("cutehat") anim:PlayAnimation("anim") inst:AddComponent("inspectable") inst:AddTag("irreplaceable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/cutehat.xml" inst:AddComponent("dapperness") inst.components.dapperness.dapperness = (TUNING.DAPPERNESS_MED * 2) inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip( onequip ) inst.components.equippable:SetOnUnequip( onunequip ) return instendreturn Prefab( "common/inventory/cutehat", fn, assets)The straw hat's anim file is "hat_straw.zip" - but the SetBank is "strawhat."It's confusing, and tripped me up a bit.thanks but the hat bank is hat_top had the no show trouble with silkworm mod cooked worm not showing cause i didn't know the animation name they used and fixed it using spriter but spriter is a can of worms for me atmi think they have a animation on dropped function Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349468 Share on other sites More sharing options...
TheDanaAddams Posted October 22, 2013 Share Posted October 22, 2013 thanks but the hat bank is hat_top had the no show trouble with silkworm mod cooked worm not showing cause i didn't know the animation name they used and fixed it using spriter but spriter is a can of worms for me atmi think they have a animation on dropped functionAnd that's precisely your problem.Try using the bank "tophat" instead. I haven't checked it, but that's most likely it. Like I said, for the straw hat, the anim.zip is named "hat_straw" but the name used in SetBank is "strawhat" instead. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349474 Share on other sites More sharing options...
afro1967 Posted October 22, 2013 Share Posted October 22, 2013 And that's precisely your problem.Try using the bank "tophat" instead. I haven't checked it, but that's most likely it. Like I said, for the straw hat, the anim.zip is named "hat_straw" but the name used in SetBank is "strawhat" instead.YOU ARE AWESOME! Thanks much! Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349476 Share on other sites More sharing options...
afro1967 Posted October 22, 2013 Share Posted October 22, 2013 YOU ARE AWESOME! Thanks much!Do you have an example of a working minimap image that you imported into the game? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349484 Share on other sites More sharing options...
rmoore Posted October 22, 2013 Share Posted October 22, 2013 Back againthnx for those who responded to my post. Found some tutorials on youtube for spriter and TheDanaAdams it showed the funtions you were talking about and those do look like they would cut the workload of any project down to 60% or less depending on what you were doing.Cheerio thanx man checking out your link next. Actually, the free version of Spriter is fully functional. The Pro version is very nice, though. Very much recommended for any serious animator.Includes IK locking, and a switch for rotation inheritance, which... those two features may seem small, but they become incredibly handy when you're animating seriously. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349596 Share on other sites More sharing options...
simplex Posted October 22, 2013 Share Posted October 22, 2013 @Cheerio The Mod Tools just updated and I got the spriter_exporter source. It doesn't seem it'd take much effort to make it OS agnostic, and I may lend a hand on it, of course. But there's no licensing information in the source (except for bundled 3rd party libraries, of course, such as tinyxml), so... how should I take it as? And given that it has hard dependencies on a few Python scripts that aren't present, why was the project included (I'm not being snarky, this is an honest question)? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349830 Share on other sites More sharing options...
Developer Cheerio Posted October 23, 2013 Developer Share Posted October 23, 2013 @CheerioThe Mod Tools just updated and I got the spriter_exporter source. It doesn't seem it'd take much effort to make it OS agnostic, and I may lend a hand on it, of course. But there's no licensing information in the source (except for bundled 3rd party libraries, of course, such as tinyxml), so... how should I take it as?And given that it has hard dependencies on a few Python scripts that aren't present, why was the project included (I'm not being snarky, this is an honest question)?Because I haven't had the time to properly setup a script which uploads all scripts and source code whenever we push a new version of the mod tools so in the mean time, I just made copies of some of the things for you to check out. Ideally from my side, I will update the scripts in a single location and then deploy them to all skus, that's just not setup yet but I still wanted to give you something to check out . Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349957 Share on other sites More sharing options...
simplex Posted October 23, 2013 Share Posted October 23, 2013 Because I haven't had the time to properly setup a script which uploads all scripts and source code whenever we push a new version of the mod tools so in the mean time, I just made copies of some of the things for you to check out. Ideally from my side, I will update the scripts in a single location and then deploy them to all skus, that's just not setup yet but I still wanted to give you something to check out . Oh, ok then. Thank you, I appreciate it. ;] But still, what's the licensing condition? Could I, for example, port it to Linux/Mac and share it with others? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/30/#findComment-349964 Share on other sites More sharing options...
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