XirmiX Posted March 25, 2014 Share Posted March 25, 2014 (edited) I really want to make a mod with some new trees, so they would spawn in certain areas, have unique seeds (e.g. birchnut) that you can plant the tree when its chopped and also eat them (the thing that you plant the tree with). Can somebody tell me a bit of what I have to do to do that? I have all the editors and everything. I just don't know which does which and how to in the end make a mod. Help? Btw, how do you mod the existing stuff? How in the end all you've done do you make it all one mod? Edited March 25, 2014 by XirmiX Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/ Share on other sites More sharing options...
debugman18 Posted March 25, 2014 Share Posted March 25, 2014 (edited) Well, first, you need a tree prefab that drops seeds, etcetera. Once you've got that taken care of (I'm assuming you can, if not, go read the tutorials or open up one of the tree files) you can begin modifying the worldgen. This sample mod contains the relevant bit for changing the worldgen:http://forums.kleientertainment.com/files/file/203-api-examples/ Edited March 25, 2014 by debugman18 Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-437791 Share on other sites More sharing options...
XirmiX Posted March 25, 2014 Author Share Posted March 25, 2014 (edited) I know what FMOD Designer is for but it don't do nothing. I can't open any files, I have no files it needs. Tell me which editor I need first and what I need to do firstly? Because I can't do anything unless I have the exact example of something. May be someone can make a tutorial of how to make another kind of tree and make it being spawned in game? Cause IDK what is what. I have done with editors like World of Goo level/ball/movie editors and some in blender too and I got used to it, but this is just all programming and nothing. So how do I open textures and with what editor? I want to make it into a completely different tree, with my own made leaves, with an existing trunk and an existing stub. I also want to make my own plant-able item, which the player can also eat (not Wigfrid as she only eats meat). And then also want to spawn it. So firstly, how do I make a new prop/item tree? I know I need a texture editor, but which one is it? And how do I start off (I do not want to change any animations). Btw: I'm using steam and my Tiled editor doesn't open. What do I do? Edited March 25, 2014 by XirmiX Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-437798 Share on other sites More sharing options...
Rosten Posted March 25, 2014 Share Posted March 25, 2014 Litterally every question you just asked could be answered by doing one of three things1) Looking up some tutorials on the forums2) Looking through other mods and seeing if there's anything similar to what you're trying to do3) Look through the original files and try and make something new based on thatSeriously, take the initiative to look through the forums and only, ONLY when you are completely unsure of what to do, do you come and make a thread for help, from what i've read you seem entirely clueless about programming, take some general LUA tutorials before modding don't starve, as knowing the language your programming is will help a lot is entirely essential to using it. Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-437800 Share on other sites More sharing options...
XirmiX Posted March 25, 2014 Author Share Posted March 25, 2014 (edited) Litterally every question you just asked could be answered by doing one of three things1) Looking up some tutorials on the forums2) Looking through other mods and seeing if there's anything similar to what you're trying to do3) Look through the original files and try and make something new based on thatSeriously, take the initiative to look through the forums and only, ONLY when you are completely unsure of what to do, do you come and make a thread for help, from what i've read you seem entirely clueless about programming, take some general LUA tutorials before modding don't starve, as knowing the language your programming is will help a lot is entirely essential to using it.Nope, what if I told you I have no understanding how the textures are made using .lua and how .lua actually works (I don't even know why it's there. Why can't it be .xml like usually people use?). So I opened Spriter editor. It don't give me anything to select! It only allows .scml files which Don't starve hasn't got and only uses .png (rarely) and .lua (too often. Why can't textures be .png as well?! I can't edit the textures at all otherwise, because it doesn't work on any painting editors I know (No paint, no paint.NET, no Gimp, no Photoshop). So how am I supposed to know which is texture if it's a .lua file? Nothing makes sense in terms of modding to me. So where do I start? How do I open evergreen's and birchtree files in Spriter and where in the data folder are they located? I've looked at tutorials nuthing helped. I know about programming and stuff wuite a lot really. I know nothing about .lua yet, but IDC right now and it doesn't matter EITHER because RIGHT NOW I need to know where are the textures located in data folder of my Dont_starve folder and how to open them in Spriter. I know Spriter is for animations, but it's for textures too, right? That's all I need to know right now, I just want to make a completely new looking tree and then get into programming. Textures and stuff have NOTHING to do with programming, does it? Edited March 25, 2014 by XirmiX Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-437804 Share on other sites More sharing options...
Rosten Posted March 25, 2014 Share Posted March 25, 2014 Nope, what if I told you I have no understanding how the textures are made using .lua and how .lua actually works (I don't even know why it's there. Why can't it be .xml like usually people use?). So I opened Spriter editor. It don't give me anything to select! It only allows .scml files which Don't starve hasn't got and only uses .png (rarely) and .lua (too often. Why can't textures be .png as well?! I can't edit the textures at all otherwise, because it doesn't work on any painting editors I know (No paint, no paint.NET, no Gimp, no Photoshop). So how am I supposed to know which is texture if it's a .lua file? Nothing makes sense in terms of modding to me. So where do I start? How do I open evergreen's and birchtree files in Spriter and where in the data folder are they located? I've looked at tutorials nuthing helped. I know about programming and stuff wuite a lot really. I know nothing about .lua yet, but IDC right now and it doesn't matter EITHER because RIGHT NOW I need to know where are the textures located in data folder of my Dont_starve folder and how to open them in Spriter. I know Spriter is for animations, but it's for textures too, right? That's all I need to know right now, I just want to make a completely new looking tree and then get into programming. Textures and stuff have NOTHING to do with programming, does it?If you're looking to open up the textures in the game you'll need a .tex editor, (tex = texture, who woulda thought?) so, you'll need to download a think called Don't Starve Mod Tools (found in the tools directory on steam with DS installed) im fairly certain it comes with a tex editor among other things, but all you need to do is a put a .png .scml (spriter file format) in the correct folder and the compiler will automatically copy it as a .tex and .xml file, at least that's how items work, not sure about trees and such Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-437812 Share on other sites More sharing options...
debugman18 Posted March 25, 2014 Share Posted March 25, 2014 Nope, what if I told you I have no understanding how the textures are made using .lua and how .lua actually works (I don't even know why it's there. Why can't it be .xml like usually people use?). So I opened Spriter editor. It don't give me anything to select! It only allows .scml files which Don't starve hasn't got and only uses .png (rarely) and .lua (too often. Why can't textures be .png as well?! I can't edit the textures at all otherwise, because it doesn't work on any painting editors I know (No paint, no paint.NET, no Gimp, no Photoshop). So how am I supposed to know which is texture if it's a .lua file? Nothing makes sense in terms of modding to me. So where do I start? How do I open evergreen's and birchtree files in Spriter and where in the data folder are they located? I've looked at tutorials nuthing helped. I know about programming and stuff wuite a lot really. I know nothing about .lua yet, but IDC right now and it doesn't matter EITHER because RIGHT NOW I need to know where are the textures located in data folder of my Dont_starve folder and how to open them in Spriter. I know Spriter is for animations, but it's for textures too, right? That's all I need to know right now, I just want to make a completely new looking tree and then get into programming. Textures and stuff have NOTHING to do with programming, does it?Look, you have no reason to be this rude. Clearly you do not have an understanding of programming or you wouldn't be asking these kinds of questions. If you're going to ask for help, admit you don't know what you're doing, otherwise you will appear as you just did; a jerk. Yes, the art has a lot to do with programming. That includes both the textures and the animations. Do you think the game just automagically loads the files and already knows what to do with them? The fact that you ask why the game can't use XML instead of Lua tells those of us who mod that you DO NOT know about programming. XML is not meant for scripting, it is meant for configuration. Textures are in the form of .tex. Animations use a build.bin, anim.bin, and atlas-0.tex. Anyways, there are plenty of tutorials available, as well as open source mods that you could gut open and examine. Good luck. Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-437822 Share on other sites More sharing options...
seronis Posted March 26, 2014 Share Posted March 26, 2014 FYI, what you want to do for your first mod is not a first mod. It is closer to a 10th or 20th mod. Why that far down the line? You, as can be obviously figured out, have zero programming knowledge. 1. this means any tutorials made to do exactly what you want, you still wouldnt understand or learn from2. people love HELPING others. not doing the mod for them. you need to be able and willing to contribute too3. put the idea you listed above on a TODO list as a future project. figure out basics4. figure out more basics5. figure out MORE basics6. getting the idea?7. apply those basics to simple things even if it has nothing to do with your end goal8. goto 4 At somepoint during the 4-8 infinite loop you're realize a few of the things in your original idea are starting to look obvious. That is when you try to make it. Not before. its a waste of everyones time for you to start on something above your knowledge level. start small and build up. When i made my very first mod on dont start i had already been modding with java for a few years and working on hobby level C++ projects for 15. I still got caught up in a few things. So dont expect it to be fast. but dont give up either. Best of luck Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-437991 Share on other sites More sharing options...
kraken121 Posted March 26, 2014 Share Posted March 26, 2014 I suggest reading this tutorial first, Click here Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438038 Share on other sites More sharing options...
iWitch Posted March 26, 2014 Share Posted March 26, 2014 Why can't it be .xml like usually people use? I know about programming and stuff wuite a lot really XML is just a way to represent information. Its eXtensible Markup Language. Its have nothing common with programming or art. LUA - is easiest to learn program language, even a basic is harder.Look into examples, look into other scripts, how they work and then try to make something yours. Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438039 Share on other sites More sharing options...
XirmiX Posted March 26, 2014 Author Share Posted March 26, 2014 (edited) If you're looking to open up the textures in the game you'll need a .tex editor, (tex = texture, who woulda thought?) so, you'll need to download a think called Don't Starve Mod Tools (found in the tools directory on steam with DS installed) im fairly certain it comes with a tex editor among other things, but all you need to do is a put a .png .scml (spriter file format) in the correct folder and the compiler will automatically copy it as a .tex and .xml file, at least that's how items work, not sure about trees and suchHere's the problem: my texture editor doesn't open, yet the rest do. And are you saying that I have to save a blank .scml file in my Dont_starve folder to open something from the .tex? I don't get that bit, can you explain more?XML is just a way to represent information. Its eXtensible Markup Language. Its have nothing common with programming or art.LUA - is easiest to learn program language, even a basic is harder.Look into examples, look into other scripts, how they work and then try to make something yours.Personally I find .xml files easier. Game World of Goo uses .xml for code and .png or .jpg for images/textures. So why couldn't this be simple as that and have to have a .lua which seems a bit of a douch to me.You, as can be obviously figured out, have zero programming knowledge.Zero knowledge?! How many times do I have to tell people I know more than just a plane zero about programming. Yes, I might not be a professional but I do know something about it and people saying I have zero knowledge of programming - I find that offensive! Edited March 26, 2014 by XirmiX Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438052 Share on other sites More sharing options...
iWitch Posted March 26, 2014 Share Posted March 26, 2014 XML files isn't easier, nothing cant be simpler then pure text file. Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438057 Share on other sites More sharing options...
XirmiX Posted March 26, 2014 Author Share Posted March 26, 2014 (edited) XML files isn't easier, nothing cant be simpler then pure text file.Oh ha, ha, ha, very funny -_-Btw, people I do have knowledge of programming, designing etc. I do allways seem like I have jil skill when I start on some new program. That's why I need step by step help. And right now I'm asking how to open textures and edit them in certain editor but whoever gave me that information here, sorry I did not understand that. So can somebody give me a detailed explenation of how to open those textures so I can get on track. In what "correct" folder am I supposed to put .scml file? What .scml file btw? It don't make sense, cause you didn't tell me what folder and what exactly I put there!PS my texture editor doesn't open. What do I do? Edited March 26, 2014 by XirmiX Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438058 Share on other sites More sharing options...
iWitch Posted March 26, 2014 Share Posted March 26, 2014 looks like you still don't get it - if someone used this format for "coding" doesnt mean that XML supposed to use in this way everywhere. Im pretty sure that in "world of goo" that you mentioned its used just to point how game should handle elements, not for "programming". http://en.wikipedia.org/wiki/XML Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438059 Share on other sites More sharing options...
Rosten Posted March 26, 2014 Share Posted March 26, 2014 @XirmiX Follow this tutorial made by malacath, and make one item with it so you can get a fair handle on how the graphics editing in this particular brand of modding, there. easy. simple. step-by-step.http://forums.kleientertainment.com/topic/29427-tutorial-creating-a-handslot-equippable-item-from-scratch/#entry362795 Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438072 Share on other sites More sharing options...
seronis Posted March 26, 2014 Share Posted March 26, 2014 (edited) Zero knowledge?! How many times do I have to tell people I know more than just a plane zero about programming. Yes, I might not be a professional but I do know something about it and people saying I have zero knowledge of programming - I find that offensive!Editing xml files is not programming. Its configuration data, ONLY. Its modding if you edit it because all modding means is 'modifying'. But its not programming. At all. So you have zero programming knowledge and you seem to be confusing configuration mods for programming when they are not the same and require different ways of thinking and different skillsets. And you need to accept this detail before you can learn anything more complex. If you cant accept it then you cant be helped because you would be trying to base new knowledge off of absolutely inaccurate assumptions. Edited March 26, 2014 by seronis Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438195 Share on other sites More sharing options...
UnderwearApp Posted March 26, 2014 Share Posted March 26, 2014 (edited) http://forums.kleientertainment.com/topic/27341-tutorial-the-artists-guide-to-characteritem-modding/Literally the first link in the Getting started thread has a link to the tool for converting existing atlases into workable png's. But instead you spend a day arguing with people who know way way more than you do about modding. And before you get all defensive, this is hardly the first insolent post I've seen from you @XirmiX. Edited March 26, 2014 by ProfFarnsworth Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438205 Share on other sites More sharing options...
XirmiX Posted March 26, 2014 Author Share Posted March 26, 2014 Editing xml files is not programming. Its configuration data, ONLY. Its modding if you edit it because all modding means is 'modifying'. But its not programming. At all. So you have zero programming knowledge and you seem to be confusing configuration mods for programming when they are not the same and require different ways of thinking and different skillsets. And you need to accept this detail before you can learn anything more complex. If you cant accept it then you cant be helped because you would be trying to base new knowledge off of absolutely inaccurate assumptions.All I didn't know is that editing/writing .xml is not programming. I said I know some of the programming which I do, I work with python. So I'm not that totally clueless. I study Computer science at school so don't underestimate me just because it takes time for me to understand the basics. I'm the kind of person that needs to understand basics real hard step by step and then can a lot easier go into a lot more complex stuff. But that's just me. Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438252 Share on other sites More sharing options...
Rosten Posted March 27, 2014 Share Posted March 27, 2014 (edited) All I didn't know is that editing/writing .xml is not programming. I said I know some of the programming which I do, I work with python. So I'm not that totally clueless. I study Computer science at school so don't underestimate me just because it takes time for me to understand the basics. I'm the kind of person that needs to understand basics real hard step by step and then can a lot easier go into a lot more complex stuff. But that's just me.Mate, the fact of the matter is that you didn't even try to learn the basics before asking everyone else to "help" you, when every single question you asked couldve been answered by going to the stickiesseriously though, are you holding a tiny black hole? because your initiative is -200% right now. Edited March 27, 2014 by Blazingice26 Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438575 Share on other sites More sharing options...
XirmiX Posted March 27, 2014 Author Share Posted March 27, 2014 Mate, the fact of the matter is that you didn't even try to learn the basics before asking everyone else to "help" you, when every single question you asked couldve been answered by going to the stickiesseriously though, are you holding a tiny black hole? because your initiative is -200% right now.What on Earth are you talking about O_o Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438872 Share on other sites More sharing options...
seronis Posted March 27, 2014 Share Posted March 27, 2014 Apply a little logic and you'll see it means you are fatally stuck and doing absolutely nothing about it on your own. blackhole = stucknegative initiaitive = in-action So start reading all those tutorial links. Also work on your logic skills. Requirement for programming anything non trivial. Link to comment https://forums.kleientertainment.com/forums/topic/33544-one-mod-i-want-to-make/#findComment-438996 Share on other sites More sharing options...
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