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I got the inventory image to work by adding the asset to the list of prefab assets and by setting the atlas on the invetorycomponent.

 

attachicon.gifNew Birds.zip

 

attachicon.giffeather_flerk.jpg

Thanks! Now if I can figure out how to make the feather show on the ground all will be good. 

Note: The other bird feather inventory images don't work using this method. 

Edited by afro1967

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 :-).

 

attachicon.gifsample_dude.zip

attachicon.gifwinter.jpg

 

Hey, Cheerio!

So, I resized her head and arms but like I said, I don't know how to place everything correctly.  I rearranged everything again in spriter, (even though it doesn't do anything), and included the spriter save in the file I'm uploading. (The copy is the original)

I think the script you wrote to resize everything is what made the head smaller again.  Also, to bring up my previous question again, will this create an atlas like all of the other characters that I can open up as one file again?  (Just so finishing the art isn't too complicated)

 

I haven't continued working on her in game mechanics because I'm a little scared that this might not work out, (due to my lack of knowledge of spriter).  D: 

Thanks again, and sorry for the delay in response.

sample_dude.zip

Edited by Stealthic
  • Developer

Thanks! Now if I can figure out how to make the feather show on the ground all will be good. 

Note: The other bird feather inventory images don't work using this method. 

In the mod you uploaded, there's only the inventory images for the one feather so I can't test the others.  

 

As for the feather on the ground, which build did you start off with to make your feather?

  • Developer

Hey, Cheerio!

So, I resized her head and arms but like I said, I don't know how to place everything correctly.  I rearranged everything again in spriter, (even though it doesn't do anything), and included the spriter save in the file I'm uploading. (The copy is the original)

I think the script you wrote to resize everything is what made the head smaller again.  Also, to bring up my previous question again, will this create an atlas like all of the other characters that I can open up as one file again?  (Just so finishing the art isn't too complicated)

 

I haven't continued working on her in game mechanics because I'm a little scared that this might not work out, (due to my lack of knowledge of spriter).  D: 

Thanks again, and sorry for the delay in response.

That's perfect.  Here she is in game  :-).

 

post-283016-0-46223700-1383723666_thumb.

  • Like 1
  • Developer

Hey, Cheerio!

So, I resized her head and arms but like I said, I don't know how to place everything correctly.  I rearranged everything again in spriter, (even though it doesn't do anything), and included the spriter save in the file I'm uploading. (The copy is the original)

I think the script you wrote to resize everything is what made the head smaller again.  Also, to bring up my previous question again, will this create an atlas like all of the other characters that I can open up as one file again?  (Just so finishing the art isn't too complicated)

 

I haven't continued working on her in game mechanics because I'm a little scared that this might not work out, (due to my lack of knowledge of spriter).  D: 

Thanks again, and sorry for the delay in response.

Yes if you unzip the 'sample_dude/anim/wod.zip' file, you'll find the atlas in there.  What you're basically doing is using Spriter and your new images to create a new build with a new atlas which you could then paint over using the same techniques all the other characters use.  The only reason for the extra hassle is that you need an atlas which can fit her extra long hair :-).

 

The only thing you can actually adjust in Spriter is the pivot points of the images because the translation, rotation and scale come from the in game animations.  That's why moving the objects around didn't do anything.  I adjusted the pivots  on her head images to be a little higher up.  If you want to adjust them more you can try that out in Spriter otherwise you don't need to use Spriter anymore, just paint over the images and then run the game and it will update.

 

Also here's the mod with the Spriter file with adjusted pivots:

sample_dude.zip

Yes if you unzip the 'sample_dude/anim/wod.zip' file, you'll find the atlas in there.  What you're basically doing is using Spriter and your new images to create a new build with a new atlas which you could then paint over using the same techniques all the other characters use.  The only reason for the extra hassle is that you need an atlas which can fit her extra long hair :-).

 

The only thing you can actually adjust in Spriter is the pivot points of the images because the translation, rotation and scale come from the in game animations.  That's why moving the objects around didn't do anything.  I adjusted the pivots  on her head images to be a little higher up.  If you want to adjust them more you can try that out in Spriter otherwise you don't need to use Spriter anymore, just paint over the images and then run the game and it will update.

 

Also here's the mod with the Spriter file with adjusted pivots:

Agh!  You are the best!! :grin:  Thank you so much.  Now what do we have to do to add the skirt in?

 

Oh, and I know I brought this up before and it's okay if you still can't do it, but is it possible to lower the resolution of the atlas to be the same as the rest of the characters?  It just looks really weird in general, especailly when I'm zoomed out:

 

250rrbc.jpg

Edited by Stealthic

In the mod you uploaded, there's only the inventory images for the one feather so I can't test the others.  

 

As for the feather on the ground, which build did you start off with to make your feather?

The other bird feathers I was referring to are the pre existing feathers red,blue,blue_winter and crow.

Feather on the ground was created using the feather_crow.

 

Should I make some inventory images for normal feathers i'm thinking? Add them the same way.

Edited by afro1967

Hey guys,

 

Not exactly sure if this is the correct place to ask.

 

I'm making a character mod which involves dialogue that has swear words (e.g the F-word). I know your community guidelines ask to avoid obscenity, but I'm not sure if that goes for mods as well.

 

Wanted to ask this before I try uploading it to the Steam workshop.

  • Developer

Hey guys,

 

Not exactly sure if this is the correct place to ask.

 

I'm making a character mod which involves dialogue that has swear words (e.g the F-word). I know your community guidelines ask to avoid obscenity, but I'm not sure if that goes for mods as well.

 

Wanted to ask this before I try uploading it to the Steam workshop.

We don't actively moderate mods for content however if there are complaints we will evaluate the issue.  Mods on Steam are also moderated by Valve through the reporting system.  If you want to make sure your mod doesn't get taken down I'd suggest avoiding profanity.

We don't actively moderate mods for content however if there are complaints we will evaluate the issue.  Mods on Steam are also moderated by Valve through the reporting system.  If you want to make sure your mod doesn't get taken down I'd suggest avoiding profanity.

 

Thanks very much! I'll consider taking it out, then.

  • Developer

Agh!  You are the best!! :grin:  Thank you so much.  Now what do we have to do to add the skirt in?

 

Oh, and I know I brought this up before and it's okay if you still can't do it, but is it possible to lower the resolution of the atlas to be the same as the rest of the characters?  It just looks really weird in general, especailly when I'm zoomed out:

 

250rrbc.jpg

The resizing is easy although it is a little strange how the option is changed.  Basically the game's source art is usually authored at 2-3 times in game resolution in case we need it, so the pipeline downsizes all the images.  However when the mod tools were released, a lot of the modders preferred working at target resolution so the modding tools don't downsize the images.  That's why when working with source assets like the template I have you, everything is higher rez.  And I thought it'd be easy to give smaller resolution templates except that Spriter store some of it's data like pivot points as percentages of the image sizes so I need to find a solution to that.

 

Long story short, you can have the pipeline resize the images for you :-).  In 'Don't Starve Mod Tools/mod_tools/exported/ResizeInfo.py' on the tenth line, change 'return 1.0' to 'return 0.3'.  You could pick any size you want but 0.3 is the default for the source assets.

 

Here's a version of Winter with the resizing set to 0.3:

 

sample_dude.zip

 

post-283016-0-38144500-1383810806_thumb.

Hello again,

 

Does the TEXCreator tool have command line abilities to do batch work? It does not seem to respond to the standard "help" arguments.

 

Cheers

The TEXCreator was not made by Klei, but by Handsome Matt, a community member. Klei's TextureConverter.exe is a command line tool.

The resizing is easy although it is a little strange how the option is changed.  Basically the game's source art is usually authored at 2-3 times in game resolution in case we need it, so the pipeline downsizes all the images.  However when the mod tools were released, a lot of the modders preferred working at target resolution so the modding tools don't downsize the images.  That's why when working with source assets like the template I have you, everything is higher rez.  And I thought it'd be easy to give smaller resolution templates except that Spriter store some of it's data like pivot points as percentages of the image sizes so I need to find a solution to that.

 

Long story short, you can have the pipeline resize the images for you :-).  In 'Don't Starve Mod Tools/mod_tools/exported/ResizeInfo.py' on the tenth line, change 'return 1.0' to 'return 0.3'.  You could pick any size you want but 0.3 is the default for the source assets.

 

Here's a version of Winter with the resizing set to 0.3:

 

attachicon.gifsample_dude.zip

 

attachicon.gifwinter.jpg

 

Thanks so much, Cheerio. :)  Sorry about that. 

Now what can we do to add the skirt in? :D

  • Developer

The other bird feathers I was referring to are the pre existing feathers red,blue,blue_winter and crow.

Feather on the ground was created using the feather_crow.

 

Should I make some inventory images for normal feathers i'm thinking? Add them the same way.

I got your feather to appear by changing 'inst.AnimState:SetBank(asset_name)' to 'inst.AnimState:SetBank("feather_robin")'.  

 

 

post-283016-0-22859900-1383887571_thumb.

Welp, here I am again.

 

I'm trying to add a hat/helmet item to the game. I've followed Dana's "Artist's Guide" but have used the bee hat as a template. Unfortunately, my helmet gets clipped in weird ways. See attached image where I left the bee hat in tact to show my point: the horns are clipped off despite being inside the bounding box of the bee hat.

 

Any idea as to why this happens?

 

P.S: And just for reference: Following Dana's guide exactly and using the Bunny Hood instead has the same problems.

 

Edit: If it's due to how the anim.bin is used by the game to create a clipping mask (no idea if that's what happens), I'd be interested to know how to create my own hat from scratch in spriter. Specifically what to call the animations for the front/side/back views.

post-302607-0-38612500-1383919287.jpg

Edited by mentalvary

Welp, here I am again.

 

I'm trying to add a hat/helmet item to the game. I've followed Dana's "Artist's Guide" but have used the bee hat as a template. Unfortunately, my helmet gets clipped in weird ways. See attached image where I left the bee hat in tact to show my point: the horns are clipped off despite being inside the bounding box of the bee hat.

 

Any idea as to why this happens?

 

P.S: And just for reference: Following Dana's guide exactly and using the Bunny Hood instead has the same problems.

 

Edit: If it's due to how the anim.bin is used by the game to create a clipping mask (no idea if that's what happens), I'd be interested to know how to create my own hat from scratch in spriter. Specifically what to call the animations for the front/side/back views.

It's not even a matter of staying inside the bounding box. The images have a strange mesh around them which you shouldn't leave.

 

@Cheerio Is it also possible to create swappable helmet/armor builds with spriter at the moment?

You can swap any symbol with any other symbol and it doesn't have to be from Spriter. You could replace the player's legs with carrots if you wanted too :-)

That sounds like an extremely helpful mod  ^^

On a serious note. Why do we have to do the stuff in Spriter like we have to for weapons then? We need to name our animations BUILD as you might know.

Also, all armors override multiple symbols (front, side, back) yet work with only one line

owner.AnimState:OverrideSymbol("swap_body", "armor_marble", "swap_body")

So I wouldn't really know how to recreate this with spriter.

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