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Maybe a few spikes, but otherwise, I like it!

 

Good advice! Is this spiky enough Lord?

 

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"Damn! Where are my Q-Tips?! There's still some slime in this shell!"

 

Download: Regal_Shelmet_v1.0.rar (different art, same properties as the regular shelmet, until simplex can address it)

Archive contains Don't Starve folder structure. Just replace your "data" folder contents with those provided.

Backup copies of vanilla "inventoryimages.tex" and "hat_slurtle.zip" are included. So you can roll back to those by just deleting the modded files and removing the text "_bak" from the backup files.

  • Like 1

Good advice! Is this spiky enough Lord?

 

Posted Image

"Damn! Where are my Q-Tips?! There's still some slime in this shell!"

 

Download: Regal_Shelmet_v1.0.rar (different art, same properties as the regular shelmet, until simplex can address it)

Archive contains Don't Starve folder structure. Just replace your "data" folder contents with those provided.

Backup copies of vanilla "inventoryimages.tex" and "hat_slurtle.zip" are included. So you can roll back to those by just deleting the modded files and removing the text "_bak" from the backup files.

It may be just me but I think it looks a bit like a giant thing of manure.
  • Like 3

It may be just me but I think it looks a bit like a giant thing of manure.

 

It's not just you...

I'm half expecting Simplex asks me to scrap this idea... :^P

 

One more screenshot with a dropped Shelmet and inventory icon:

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EDIT:


Still... nothing to do today, and he hasn't been around... Haven't had a decent idea for a Snailking Mound yet, i'm letting it sit on the crockpot for a while longer... Might aswell tackle these other little things.

Next on the list is a Snailking armor and a Snailking sword.

Edited by lifemare

It's not just you...

I'm half expecting Simplex asks me to scrap this idea... :^P

 

One more screenshot with a dropped Shelmet and inventory icon:

 

 

EDIT:


Still... nothing to do today, and he hasn't been around... Haven't had a decent idea for a Snailking Mound yet, i'm letting it sit on the crockpot for a while longer... Might aswell tackle these other little things.

Next on the list is a Snailking armor and a Snailking sword.

Awesome!

Ps:You have 69 reputation points now

Pfthftfhftfhf

Edited by Symage

Know this is kinda late, and inconvenient, but, I think the hat might look a bit less manure-ey if it didn't become so thin near the top.  Make it a bit more conic, like the actual shell on the SK.

Edited by Lord_Battal

@lifemare

I've really been kind of away lately. My ds modding time went into working in my TEX converter, since I thought a proper release was long due.

Anyway, all the new art is looking great! Even the turd one! :grin:

But I think there was a mix up in the snailking atlases you sent me. These are the ones in the RAR:

snailking_build

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snailking_death01_build

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snailking_death02_build

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And yes, it's not that simple to stick a new anim in a mod. Replacing a texture inside an existing one is, but adding a brand new requires both renaming the build and declaring it in the prefab's assets (i.e., inside its script). I added a new options to allow choosing both the base anim and the death one, adding the new builds (after renaming and declaring) to the mod, even though I feel there was this mix up I mentioned.

The repo page is here: https://github.com/nsimplex/snailking

(I added you as a contributor)

  • Like 1

@lifemare

I've really been kind of away lately. My ds modding time went into working in my TEX converter, since I thought a proper release was long due.

Anyway, all the new art is looking great! Even the turd one! :grin:

But I think there was a mix up in the snailking atlases you sent me. These are the ones in the RAR:

snailking_death01_build

Posted Image

 

I told you that atlas was perfect :^P

Sorry lol. Don't know what happened there. 

 

I'll send the correct one to git in a moment.

 

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PS: Great job on that Unix TEX converter!

 

EDIT:


Git repo updated.

Edited by lifemare

I'm sending the rest of the art up to git.

Regarding the loot, i've noticed debugman18 uses separate TEXs for additional inventory images in the U&A mod, instead of modding the whole inventory atlas. I should be doing the same thing, so that the SK mod doesn't overwrite any vanilla files, but i have no idea what specs those TEXs should have.

Edited by lifemare

I'm sending the rest of the art up to git.

Regarding the loot, i've noticed debugman18 uses separate TEXs for additional inventory images in the U&A mod, instead of modding the whole inventory atlas. I should be doing the same thing, so that the SK mod doesn't overwrite any vanilla files, but i have no idea what specs those TEXs should have.

Inventory images are all standard sized. You can take any existing inventory tex and change it to something else, just be sure you're loading it through the atlas. And of course the atlas and tex have to be declared in the assets of the prefab.

I told you that atlas was perfect :^P

Sorry lol. Don't know what happened there. 

 

I'll send the correct one to git in a moment.

Are you sure there's not something off with the base build as well? :razz:

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Oh, and you may notice rc.lua is not on the repo. I didn't put it there because configurations should be local, with each contributor having their own. In particular, pulling the repo shouldn't overwrite them. To get a base rc.lua, copy rc.template.lua (in the repo).

PS: Great job on that Unix TEX converter!

Did you use/try it?

I'm sending the rest of the art up to git.

Regarding the loot, i've noticed debugman18 uses separate TEXs for additional inventory images in the U&A mod, instead of modding the whole inventory atlas. I should be doing the same thing, so that the SK mod doesn't overwrite any vanilla files, but i have no idea what specs those TEXs should have.

Yes, an inventory image is a 64x64 image. You can either use a separate texture file for each, or you can bundle related ones together. The atlas is a file specifying how to slice it into the components (the game just uses one big file and atlas specifying how to cut it).

Are you sure there's not something off with the base build as well? :razz:

 

Well, i'm stumped simplex!

I love me some Dada, but that is totally unexpected and i can't figure out why:

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Did you use/try it?

 

No! Windows user here... Just a compliment on having finished it!

 

Posted Image

 

Yes, an inventory image is a 64x64 image. You can either use a separate texture file for each, or you can bundle related ones together. The atlas is a file specifying how to slice it into the components (the game just uses one big file and atlas specifying how to cut it).

Inventory images are all standard sized. You can take any existing inventory tex and change it to something else, just be sure you're loading it through the atlas. And of course the atlas and tex have to be declared in the assets of the prefab.

Thanks for the info!

Phew!!! I'm glad the problem is that simple!

I was starting to despair a bit...

Fixed. But the death anim (for death01) is still not working. The body parts just get invisible. You're using beefalo_shaved_build.zip as the base, right? How are you doing your testing?

Wait, I just realized the issue. The hair growth animation should be played in the death build, based on the atlases. I'm lost here. I thought the intention was to use one build to do the hair growth, then switch it and play the death anim. That's why the base build was using the beefalo_shaved_build. I need you to update me on how you meant it.

After realising this, I'm guessing it should be:

[*]Upon death, immediately switch to death01 and play the hair growth anim sequence.

[*]When that's done, switch to death02 and play the death anim.

Is that correct? If so, I'll make the adjustments right now.

Edited by simplex

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