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)?Also here's the parts that would need to get ported: Autocompiler which is simply a tool the game calls which iterates through all the mod files and compiles them if necessary. This would be easy to port. SpriterExporter converts spriter files to don't starve source files. Then the animation compiler is a python script which should just run on any platform and the last tool is the ds texture converter which is another c++ app. And then you would have a full toolchain. I don't think porting should be too hard for any of them. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-349969 Share on other sites More sharing options...
simplex Posted October 23, 2013 Share Posted October 23, 2013 (edited) Also here's the parts that would need to get ported: Autocompiler which is simply a tool the game calls which iterates through all the mod files and compiles them if necessary. This would be easy to port. SpriterExporter converts spriter files to don't starve source files. Then the animation compiler is a python script which should just run on any platform and the last tool is the ds texture converter which is another c++ app. And then you would have a full toolchain. I don't think porting should be too hard for any of them. Some of it is already done (but here it's more up to date). Though it wouldn't really fit into a "Klei toolchain" due to licensing. I could relicense it under the MIT license, I suppose, since that would make it more generally useful... I did read the buildanimations.py script before (though I'm not sure if it's been modified since), and I don't believe it's Windows specific at all (as you mentioned), unless some library used is. And about the Autocompiler, I wouldn't call it a priority. At least on a personal level I'd prefer not to have it (or have an option to disable it). EDIT: Actually, relicensing ktech wouldn't be necessary for binary bundling (provided the sources for ktech are distributed alongside it, per section 3 of the GPLv2). But anyway, this is just in case ktech were to be used, TextureConverter can be ported as well. Edited October 23, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-349974 Share on other sites More sharing options...
Developer Cheerio Posted October 23, 2013 Developer Share Posted October 23, 2013 Some of it is already done (but here it's more up to date). Though it wouldn't really fit into a "Klei toolchain" due to licensing. I could relicense it under the MIT license, I suppose, since that would make it more generally useful...I did read the buildanimations.py script before (though I'm not sure if it's been modified since), and I don't believe it's Windows specific at all (as you mentioned), unless some library used is.And about the Autocompiler, I wouldn't call it a priority. At least on a personal level I'd prefer not to have it (or have an option to disable it).EDIT: Actually, relicensing ktech wouldn't be necessary for binary bundling (provided the sources for ktech are distributed alongside it, per section 3 of the GPLv2). But anyway, this is just in case ktech were to be used, TextureConverter can be ported as well.My thought was to start a github projected which is a fork of our own internal tools so that people could fork it and submit patches to be integrated all the way up to the main branch as opposed to sharing code on the forum. It would let me autopush changes from my side and be able to easily manage change proposals from the outside. 1 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-350043 Share on other sites More sharing options...
Developer Cheerio Posted October 23, 2013 Developer Share Posted October 23, 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. My link points to Dana's guide Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-350044 Share on other sites More sharing options...
simplex Posted October 23, 2013 Share Posted October 23, 2013 (edited) My thought was to start a github projected which is a fork of our own internal tools so that people could fork it and submit patches to be integrated all the way up to the main branch as opposed to sharing code on the forum. It would let me autopush changes from my side and be able to easily manage change proposals from the outside. Where have you been all this time? p.s.: What's your buildchain for Linux/Mac? GNU Make, Automake/Autoconf, CMake... ? Edited October 23, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-350051 Share on other sites More sharing options...
Developer Cheerio Posted October 23, 2013 Developer Share Posted October 23, 2013 Where have you been all this time? p.s.: What's your buildchain for Linux/Mac? GNU Make, Automake/Autoconf, CMake... ?The game has it's own Premake/Make toolchain. The mod tools right now are just a couple of visual studio solutions. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-350061 Share on other sites More sharing options...
Stealthic Posted October 23, 2013 Share Posted October 23, 2013 (edited) Give this a try:Okay, so I placed all the images of my character over sample_dude. I opened up spriter and rearranged everything that's visible to me. It looks fine now and her hair fits, but I have a few questions. First of all, are there and guides on these forums for using spriter? I'm so unfamiliar with it.Also, now that I moved the face, what happens when her expressions change? Will they be all over the place now?Another question is again with the mod tools. It's not showing up to download in my library. I had a similar problem with the creation kit for Skyrim. -_- I can't view her in game now, only spriter.Last question...how do I add her skirt in now? The sample doesn't have a skirt folder since Wilson doesn't have a skirt.Thanks. Edited October 23, 2013 by Stealthic Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-350151 Share on other sites More sharing options...
Developer Cheerio Posted October 24, 2013 Developer Share Posted October 24, 2013 Okay, so I placed all the images of my character over sample_dude. I opened up spriter and rearranged everything that's visible to me. It looks fine now and her hair fits, but I have a few questions. First of all, are there and guides on these forums for using spriter? I'm so unfamiliar with it.Also, now that I moved the face, what happens when her expressions change? Will they be all over the place now?Another question is again with the mod tools. It's not showing up to download in my library. I had a similar problem with the creation kit for Skyrim. -_- I can't view her in game now, only spriter.Last question...how do I add her skirt in now? The sample doesn't have a skirt folder since Wilson doesn't have a skirt.Thanks.Moving things in Spriter won't change how she looks in game. All that matters in Spriter is the pivot points. Could you upload what you have for me to take a look? And as for the skirt, I'll hook you up with either a different sample or I'll add a skirt to the Wilson sample I gave you Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-350929 Share on other sites More sharing options...
simplex Posted October 24, 2013 Share Posted October 24, 2013 @Ipsquiggle Does the end of the updates mean the mod API will not be further extended? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-351003 Share on other sites More sharing options...
Stealthic Posted October 24, 2013 Share Posted October 24, 2013 (edited) Moving things in Spriter won't change how she looks in game. All that matters in Spriter is the pivot points. Could you upload what you have for me to take a look? And as for the skirt, I'll hook you up with either a different sample or I'll add a skirt to the Wilson sample I gave you Sure! And adding a skirt to Wilson's sample would be fine Everything is probably going to look very jumbled up. This isn't exactly how I want her parts to all look in game, and her art still needs to be finished, but it shows a good idea of what I am heading for.sample_dude.zip Edited October 24, 2013 by Stealthic Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-351072 Share on other sites More sharing options...
squeek Posted October 25, 2013 Share Posted October 25, 2013 (edited) Cheerio/Ipsquiggle: is there any way to crop an ImageWidget's texture instead of scaling it? ImageWidget:SetSize scales the texture to fit the new size, unfortunately. If it's not currently possible, it'd be really great to have. Edited October 25, 2013 by squeek Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-352015 Share on other sites More sharing options...
Developer Cheerio Posted October 25, 2013 Developer Share Posted October 25, 2013 Cheerio/Ipsquiggle: is there any way to crop an ImageWidget's texture instead of scaling it? ImageWidget:SetSize scales the texture to fit the new size, unfortunately.If it's not currently possible, it'd be really great to have.I don't think so but what are you trying to achieve? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-352026 Share on other sites More sharing options...
squeek Posted October 25, 2013 Share Posted October 25, 2013 (edited) I don't think so but what are you trying to achieve?I'd like to be able to fake an increase in the max zoom level of the minimap by drawing the minimap texture itself large, but then only show a portion of it.Something like:self.inst.ImageWidget:SetSize(64,64)self.inst.ImageWidget:SetExtents(0,0,32,32)which would then show the top left quadrant of the texture and hide the rest.Being able to apply an alpha mask to a texture using another texture would be even better, as it'd allow you to have complete control over the shape as well (circle minimap!). Edited October 25, 2013 by squeek Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-352034 Share on other sites More sharing options...
Developer Cheerio Posted October 25, 2013 Developer Share Posted October 25, 2013 I'd like to be able to fake an increase in the max zoom level of the minimap by drawing the minimap texture itself large, but then only show a portion of it.Something like:self.inst.ImageWidget:SetSize(64,64)self.inst.ImageWidget:SetExtents(0,0,32,32)which would then show the top left quadrant of the texture and hide the rest.Being able to apply an alpha mask to a texture using another texture would be even better, as it'd allow you to have complete control over the shape as well (circle minimap!). Let me do some digging . Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-352037 Share on other sites More sharing options...
squeek Posted October 25, 2013 Share Posted October 25, 2013 (edited) Let me do some digging .Really appreciate it. If you've got your shovel out, I've come across another issue: if the MiniMap is visible (meaning the MiniMap userdata's IsVisible function returns true; a MiniMap texture doesn't even need to be on the screen) and MiniMap:RebuildLayer is called (like when a tile is terraformed by a pitchfork), it flickers the HUD (the darkened edges go away, everything seems to get brighter, and then it resets). I've written up a test mod that calls MiniMap:ToggleVisibility() and then calls MiniMap:RebuildLayer every 3 frames, flickering the HUD like crazy (check the comments in modmain.lua for more information): TestMiniMapUpdate.zip Also note that I tried overwriting Terraformer:Terraform to do MiniMap:ToggleVisibility() before and after the terraforming is actually done, but it didn't seem to solve the problem. I've included that code as well. Edited October 25, 2013 by squeek Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-352050 Share on other sites More sharing options...
Developer Cheerio Posted October 25, 2013 Developer Share Posted October 25, 2013 @IpsquiggleDoes the end of the updates mean the mod API will not be further extended?An answer to your question http://forums.kleientertainment.com/index.php?/topic/29094-last-update-what-happens-now/ Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-352611 Share on other sites More sharing options...
alks Posted October 26, 2013 Share Posted October 26, 2013 Hi, Cheerio.You sad that you'll take a look, but there is still no answer from you.Could you please take a look at this error?Thanks for the answer, but it does not seem to work.When I replace the font in game folder (dont_starve\data\fonts) all is fine, the new icons is visible, but when I create the 'font' folder in my mod with modified font the game crashes at start.Here is the log:Starting upDon't Starve: 86935 WIN32_STEAMBuild Date: 2013-10-05_15-58-06THREAD - started 'GAClient' (5448)HttpClient::ClientThread::Main()cGame::InitializeOnMainThreadWindowManager::InitializeRestoreWindowPosition Saved Client Pos (18 x 455) Adjusted Window Pos (10 x 425)EnsureWindowOnScreen All good.GLInfo~~~~~~GL_VENDOR: Google Inc.GL_RENDERER: ANGLE (RDPDD Chained DD)GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)THREAD - started 'WindowsInputManager' (14548)OpenGL extensions (19, 19):GL_ANGLE_depth_textureGL_ANGLE_framebuffer_blitGL_ANGLE_framebuffer_multisampleGL_ANGLE_instanced_arraysGL_ANGLE_pack_reverse_row_orderGL_ANGLE_texture_compression_dxt3GL_ANGLE_texture_compression_dxt5GL_ANGLE_texture_usageGL_ANGLE_translated_shader_sourceGL_EXT_read_format_bgraGL_EXT_robustnessGL_EXT_texture_compression_dxt1GL_EXT_texture_format_BGRA8888GL_EXT_texture_storageGL_OES_get_program_binaryGL_OES_packed_depth_stencilGL_OES_rgb8_rgba8GL_OES_standard_derivativesGL_OES_texture_npotGL_MAX_TEXTURE_SIZE = 8192GL_MAX_TEXTURE_IMAGE_UNITS = 16GL_MAX_RENDERBUFFER_SIZE = 8192GL_MAX_VIEWPORT_DIMS = 8192, 8192GL_MAX_VARYING_VECTORS = 10GL_MAX_VERTEX_ATTRIBS = 16GL_MAX_VERTEX_UNIFORM_VECTORS = 254GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4GL_MAX_FRAGMENT_UNIFORM_VECTORS = 2214 compressed texture formatstexture format 0x83f0texture format 0x83f1texture format 0x83f2texture format 0x83f3cDontStarveGame::DoGameSpecificInitialize()cGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(144,1) running main.lua scripts/modindex.lua(274,1) loaded modindexscripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence. scripts/mods.lua(141,1) Loading mod: DisplayFoodValues2 (DisplayFoodValues22)scripts/mods.lua(165,1) Mod: DisplayFoodValues2 (DisplayFoodValues22) Loading modworldgenmain.luascripts/mods.lua(173,1) Mod: DisplayFoodValues2 (DisplayFoodValues22) Mod had no modworldgenmain.lua. Skipping.scripts/mods.lua(165,1) Mod: DisplayFoodValues2 (DisplayFoodValues22) Loading modmain.luascripts/mods.lua(255,1) Mod: DisplayFoodValues2 (DisplayFoodValues22) Registering prefabsscripts/mods.lua(278,1) Mod: DisplayFoodValues2 (DisplayFoodValues22) Registering default mod prefabLOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 112scripts/playerprofile.lua(268,1) loaded profilescripts/playerprofile.lua(313,1) bloom_enabled falsescripts/saveindex.lua(75,1) loaded saveindexscripts/gamelogic.lua(1046,1) OnFilesLoaded()scripts/gamelogic.lua(1035,1) OnUpdatePurchaseStateCompletescripts/gamelogic.lua(81,1) Unload BEscripts/gamelogic.lua(84,1) Unload BE donescripts/gamelogic.lua(86,1) Load FEscripts/gamelogic.lua(88,1) Load FE: doneAssert failure 'mRenderParams.m_font != INVALID_RESOURCE_HANDLE' at ..\source\game\render\textnode.cpp(323): Trace follows... Here is the link https://www.dropbox.com/s/f4vzqgbezxi8cot/belisaplumilla50.zip Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-352891 Share on other sites More sharing options...
Developer Cheerio Posted October 27, 2013 Developer Share Posted October 27, 2013 Sure! And adding a skirt to Wilson's sample would be fine Everything is probably going to look very jumbled up. This isn't exactly how I want her parts to all look in game, and her art still needs to be finished, but it shows a good idea of what I am heading for.A couple of things from testing out your changes.1. I wouldn't use Spriter to move things around until I write a tutorial on how to use it because you can't really move things around and have them work with the existing animations. That's my fault, I should of explained that better.2. Because of how Spriter stores it's information, the lower rez sample isn't going to work. I wrote a script to resize your images to fit with the original sample.3. Testing it out in game, you'll have to either expand her head or shrink her faces because the two don't currently match . Here's a working version for you to check out.4. I still need to hook you up with a skirt . sample_dude.zip Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-353773 Share on other sites More sharing options...
TheDanaAddams Posted October 27, 2013 Share Posted October 27, 2013 A couple of things from testing out your changes.1. I wouldn't use Spriter to move things around until I write a tutorial on how to use it because you can't really move things around and have them work with the existing animations. That's my fault, I should of explained that better.4. I still need to hook you up with a skirt .Any estimate on when you'll have time for such a thing? Also, we'll need the other symbols - pigtails, for example. (Basically, the parts that are all present in the template "wod" atlas.Which brings me to my question... if I want to make a character with a high ponytail... is it possible to offset the pigtail animation?Furthermore, could it be offset to such a degree that the pigtail symbol could be used as a character's tail? Is it, or will it be possible to add entirely new symbols? For example, if I wanted to make a knight, with a flowing cape, and large pauldrons? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-353923 Share on other sites More sharing options...
simplex Posted October 27, 2013 Share Posted October 27, 2013 Shamelessly reposting: 1 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-353927 Share on other sites More sharing options...
Stealthic Posted October 27, 2013 Share Posted October 27, 2013 A couple of things from testing out your changes.1. I wouldn't use Spriter to move things around until I write a tutorial on how to use it because you can't really move things around and have them work with the existing animations. That's my fault, I should of explained that better.2. Because of how Spriter stores it's information, the lower rez sample isn't going to work. I wrote a script to resize your images to fit with the original sample.3. Testing it out in game, you'll have to either expand her head or shrink her faces because the two don't currently match . Here's a working version for you to check out.4. I still need to hook you up with a skirt . sample_dude.zipwinter.jpgOh my! Haha yeah, she looks a bit messed up. Okay, I shouldn't have jumped the gun anyways I'm definitely going to make her head bigger, haha. Her arms look pretty thick as well. And once again, thank you for helping me out with this. One question, after this is all done, will this create an atlas for me just like all of the other characters have? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-353953 Share on other sites More sharing options...
Stealthic Posted October 27, 2013 Share Posted October 27, 2013 A couple of things from testing out your changes.1. I wouldn't use Spriter to move things around until I write a tutorial on how to use it because you can't really move things around and have them work with the existing animations. That's my fault, I should of explained that better.2. Because of how Spriter stores it's information, the lower rez sample isn't going to work. I wrote a script to resize your images to fit with the original sample.3. Testing it out in game, you'll have to either expand her head or shrink her faces because the two don't currently match . Here's a working version for you to check out.4. I still need to hook you up with a skirt . sample_dude.zipwinter.jpgHere is what she looked like with the atlas template: Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-353965 Share on other sites More sharing options...
Malacath Posted October 27, 2013 Share Posted October 27, 2013 2. Because of how Spriter stores it's information, the lower rez sample isn't going to work. I wrote a script to resize your images to fit with the original sample.Can I haz that script please? For a noob like me it's not really easy to wirte something like that... Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-353982 Share on other sites More sharing options...
Malacath Posted October 27, 2013 Share Posted October 27, 2013 (edited) It looks to me as if the hair is cut off at the borrom, especially so in the side view. Am I seeing that wrong? EDIT: Damnit, sorry for the unintentional double post :'( Edited October 27, 2013 by Malacath Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-353983 Share on other sites More sharing options...
Stealthic Posted October 27, 2013 Share Posted October 27, 2013 It looks to me as if the hair is cut off at the borrom, especially so in the side view. Am I seeing that wrong? EDIT: Damnit, sorry for the unintentional double post :'(Hahaha, it is cut off, that's what we are trying to fix. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/31/#findComment-354171 Share on other sites More sharing options...
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