lifemare Posted August 31, 2013 Share Posted August 31, 2013 http://www.youtube.com/watch?v=P3ALwKeSEYsI have no idea how to post videos use the "media" code in the Special BBcode list (third icon from the top right).or just type it and past the link between:[media]video[/media] Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308118 Share on other sites More sharing options...
lifemare Posted August 31, 2013 Share Posted August 31, 2013 Yus. Yus... it's too turd-like? lol Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308120 Share on other sites More sharing options...
debugman18 Posted August 31, 2013 Share Posted August 31, 2013 (edited) Working on the Regal Shelmet for the Snailking loot. What do you think? too turd-like?Nice! And I actually think the turd shape adds to its character. Edit: Turdicorn helmet! Edited August 31, 2013 by debugman18 1 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308121 Share on other sites More sharing options...
Symage Posted August 31, 2013 Share Posted August 31, 2013 (edited) use the "media" code in the Special BBcode list (third icon from the top right).or just type it and past the link between:[media]video[/media] it works! Edited August 31, 2013 by Symage Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308122 Share on other sites More sharing options...
Battal Posted August 31, 2013 Author Share Posted August 31, 2013 Maybe a few spikes, but otherwise, I like it! Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308123 Share on other sites More sharing options...
lifemare Posted August 31, 2013 Share Posted August 31, 2013 Thanks for the feedback guys!Going to finish the remaining sprites!Be back soon with presents!!! Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308125 Share on other sites More sharing options...
lifemare Posted August 31, 2013 Share Posted August 31, 2013 Maybe a few spikes, but otherwise, I like it! Good advice! Is this spiky enough Lord? "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. 1 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308186 Share on other sites More sharing options...
Luggs Posted August 31, 2013 Share Posted August 31, 2013 Good advice! Is this spiky enough Lord? "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. 3 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308187 Share on other sites More sharing options...
lifemare Posted August 31, 2013 Share Posted August 31, 2013 (edited) 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: 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 August 31, 2013 by lifemare Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308192 Share on other sites More sharing options...
MilleniumCount Posted August 31, 2013 Share Posted August 31, 2013 I like it! 1 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308194 Share on other sites More sharing options...
Symage Posted August 31, 2013 Share Posted August 31, 2013 (edited) 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 nowPfthftfhftfhf Edited August 31, 2013 by Symage Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308255 Share on other sites More sharing options...
lifemare Posted August 31, 2013 Share Posted August 31, 2013 (edited) Awesome!Ps:You have 69 reputation points nowPfthftfhftfhf heheheObjective complete!No more likes for me plz! Edited August 31, 2013 by lifemare Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308442 Share on other sites More sharing options...
lifemare Posted August 31, 2013 Share Posted August 31, 2013 Choose wisely: (art is sloppy, edges are nasty, just vote on the idea) Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308654 Share on other sites More sharing options...
debugman18 Posted September 1, 2013 Share Posted September 1, 2013 Choose wisely: (art is sloppy, edges are nasty, just vote on the idea)If the edges are just nasty, I prefer A. Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308665 Share on other sites More sharing options...
Battal Posted September 1, 2013 Author Share Posted September 1, 2013 (edited) 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 September 1, 2013 by Lord_Battal Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308880 Share on other sites More sharing options...
Luggs Posted September 1, 2013 Share Posted September 1, 2013 Maybe if it had less of a "wood" texture, it'd look less manurey? Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308892 Share on other sites More sharing options...
simplex Posted September 1, 2013 Share Posted September 1, 2013 @lifemareI'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! But I think there was a mix up in the snailking atlases you sent me. These are the ones in the RAR:snailking_buildsnailking_death01_buildsnailking_death02_buildAnd 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) 1 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-308932 Share on other sites More sharing options...
lifemare Posted September 1, 2013 Share Posted September 1, 2013 (edited) @lifemareI'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! 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 I told you that atlas was perfect :^PSorry lol. Don't know what happened there. I'll send the correct one to git in a moment. PS: Great job on that Unix TEX converter! EDIT: Git repo updated. Edited September 1, 2013 by lifemare Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-309270 Share on other sites More sharing options...
lifemare Posted September 1, 2013 Share Posted September 1, 2013 (edited) 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 September 1, 2013 by lifemare Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-309292 Share on other sites More sharing options...
debugman18 Posted September 1, 2013 Share Posted September 1, 2013 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. Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-309327 Share on other sites More sharing options...
simplex Posted September 1, 2013 Share Posted September 1, 2013 I told you that atlas was perfect :^PSorry 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? 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). Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-309524 Share on other sites More sharing options...
lifemare Posted September 1, 2013 Share Posted September 1, 2013 Are you sure there's not something off with the base build as well? Well, i'm stumped simplex!I love me some Dada, but that is totally unexpected and i can't figure out why: Did you use/try it? No! Windows user here... Just a compliment on having finished it! 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! Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-309611 Share on other sites More sharing options...
simplex Posted September 1, 2013 Share Posted September 1, 2013 @lifemareGah! I though we were using beefalo_shaved_build as a base for the standard build. I'll fix it right now. 1 Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-309623 Share on other sites More sharing options...
lifemare Posted September 1, 2013 Share Posted September 1, 2013 (edited) Gah! I though we were using beefalo_shaved_build as a base for the standard build. I'll fix it right now. Phew!!! I'm glad the problem is that simple!I was starting to despair a bit... Edited September 1, 2013 by lifemare Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-309627 Share on other sites More sharing options...
simplex Posted September 1, 2013 Share Posted September 1, 2013 (edited) 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 September 1, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/26065-lou-carcolh-mod-page/page/16/#findComment-309649 Share on other sites More sharing options...
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