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Hello,I have a problem,I would like to make a xml file of my tex files for my custom character Kaori. For example I would like to make a xml file for my modicon.tex :

14052204485488758.png Here the modicon.tex

But when I create a xml file with notepad :

<Atlas><Texture filename="modicon.tex"><Elements><Element name="modicon.tex" u1="0" u2="1" v1="0" v2="1"></Elements></Atlas>

The game close on me,So I can't make my own Xml file. I would like to create a xml file for Bigportraits and images folders but each time I make a xml file with notepad or notepadd ++ and I give the name of the tex file,the game close on me and I tried to test my chustom character without xml but the game said lua error,I need a xml filefor the big portrait. Can someone help me please? It's my first time creating a custom character.I followed the tutorial for create my xml file but it doesn't worked.

I can't help but notice that your XML is wrong

 

<Atlas><Texture filename="modicon.tex"/><Elements><Element name="modicon.tex" u1="0" u2="1" v1="0" v2="1"></Elements></Atlas>

 

That slash in

<Texture filename="modicon.tex"/>

is very important as it denotes that the <Texture> tag is a single tag and doesn't require closing

Ack, I can't figure out if I can edit my previous post, but the same applies for the <Element> tag, a single-tag ending slash is required.

<Element name="piggy.tex" u1="0.0078125" u2="0.9921875" v1="0.0078125" v2="0.9921875"/>

<Element name="piggy.tex" u1="0.0078125" u2="0.9921875" v1="0.0078125" v2="0.9921875"/>

Ack, I can't figure out if I can edit my previous post, but the same applies for the <Element> tag, a single-tag ending slash is required.

<Element name="piggy.tex" u1="0.0078125" u2="0.9921875" v1="0.0078125" v2="0.9921875"/>

<Element name="piggy.tex" u1="0.0078125" u2="0.9921875" v1="0.0078125" v2="0.9921875"/>

What about those numbers : u1="0.0078125" u2="0.9921875" v1="0.0078125" v2="0.9921875" ??

I changed the code to :

<Atlas><Texture filename="modicon.tex"/><Elements><Element name="modicon.tex" u1="0" u2="1" v1="0" v2="1"/></Elements></Atlas>

It is good?

Edited by mizukisha

Hello,I have a problem,I would like to make a xml file of my tex files for my custom character Kaori. For example I would like to make a xml file for my modicon.tex :

14052204485488758.png Here the modicon.tex

But when I create a xml file with notepad :

<Atlas><Texture filename="modicon.tex"><Elements><Element name="modicon.tex" u1="0" u2="1" v1="0" v2="1"></Elements></Atlas>

The game close on me,So I can't make my own Xml file. I would like to create a xml file for Bigportraits and images folders but each time I make a xml file with notepad or notepadd ++ and I give the name of the tex file,the game close on me and I tried to test my chustom character without xml but the game said lua error,I need a xml filefor the big portrait. Can someone help me please? It's my first time creating a custom character.I followed the tutorial for create my xml file but it doesn't worked.

Dat mix of Maybelle and pink Coraline hair and face...

Edited by Dryicefox

Actually it's not maybe or Coraline. The hair is short in front and long behind,andit's pink because of her name who is cute.

I would like you to read this is in the least aggressive way as possible.

 

No, I'm talking about the material you used.

 

The eyes are from the Mabel mod and the hair is from the Coraline mod, both by Psychosis.

I know this, I'm working on the HD model of the Movie Coraline soon.

 

I would highly suggest you completely do your own artwork, it is much more rewarding. Instead of copy-pasting and making some "mediocre"-looking character, you could possibly make a character that looks way better than a copy-pasta of multiple mods from Psychosis.

 

I don't mean to make this a rude comment, but I do intend to scold you for using a copy-pasta as a final character. What I want to say is that you should try to go beyond an already existing character. I made Coraline(book) as a sprite originally and NOW after the initial release she will soon be an HD character.

 

EDIT: Topically,

<Texture filename="modicon.tex"/>

^Get rid of that / and you should be fine

Edited by Dryicefox

I would like you to read this is in the least aggressive way as possible.

 

No, I'm talking about the material you used.

 

The eyes are from the Mabel mod and the hair is from the Coraline mod, both by Psychosis.

I know this, I'm working on the HD model of the Movie Coraline soon.

 

I would highly suggest you completely do your own artwork, it is much more rewarding. Instead of copy-pasting and making some "mediocre"-looking character, you could possibly make a character that looks way better than a copy-pasta of multiple mods from Psychosis.

 

I don't mean to make this a rude comment, but I do intend to scold you for using a copy-pasta as a final character. What I want to say is that you should try to go beyond an already existing character. I made Coraline(book) as a sprite originally and NOW after the initial release she will soon be an HD character.

 

EDIT: Topically,

<Texture filename="modicon.tex"/>

^Get rid of that / and you should be fine

Actually this is not a copy/paste,behind thereis a ponytail and more hairs in front,so chat you are sayingmake no sense,It's actuallythe minimap icon andherhair long in front and a ponytail behind. So what it have to do with that cor char?

 

What about those numbers : u1="0.0078125" u2="0.9921875" v1="0.0078125" v2="0.9921875" ??

I changed the code to :

<Atlas><Texture filename="modicon.tex"/><Elements><Element name="modicon.tex" u1="0" u2="1" v1="0" v2="1"/></Elements></Atlas>

It is good?

 

I put your image through the Don't Starve Mod Tools .png to .tex converter, it generated this piece of XML:

<Atlas><Texture filename="modicon.tex" /><Elements><Element name="modicon.tex" u1="0.00390625" u2="0.63671875" v1="0.37890625" v2="0.99609375" /></Elements></Atlas>

I'm going to be honest, I'm not sure what the u1, u2, v1 and v2 attributes do, but try using the atlas XML generated above, if that doesn't work, try your own.

 

If Mobbstar is correct about image size needing to be a power of 2, you'll have to do something about that. (I don't know if that's the case - I always do my images by powers of 2 anyway, I suppose it's a habit).

 

If you're still having problems, post back.

I put your image through the Don't Starve Mod Tools .png to .tex converter, it generated this piece of XML:

<Atlas><Texture filename="modicon.tex" /><Elements><Element name="modicon.tex" u1="0.00390625" u2="0.63671875" v1="0.37890625" v2="0.99609375" /></Elements></Atlas>

I'm going to be honest, I'm not sure what the u1, u2, v1 and v2 attributes do, but try using the atlas XML generated above, if that doesn't work, try your own.

 

If Mobbstar is correct about image size needing to be a power of 2, you'll have to do something about that. (I don't know if that's the case - I always do my images by powers of 2 anyway, I suppose it's a habit).

 

If you're still having problems, post back.

Problem solved,thanks a lot for your help.now I can create Xml files ! Thanks alot foryour help,now I got it. And I don' know how to use the don't starve mod tools.i'm stilla newbie.Thanks again for your great help :)

Problem solved,thanks a lot for your help.now I can create Xml files ! Thanks alot foryour help,now I got it. And I don' know how to use the don't starve mod tools.i'm stilla newbie.Thanks again for your great help :-)

 

You're welcome, I'm pretty new to this myself.

 

As for using the mod tools, http://forums.kleientertainment.com/topic/27247-new-asset-tools-animations-textures-sounds-and-layouts/ explains what to do. For this specific case, look under "Texture Pipeline". Note that you may have to switch to the preview version of the mod tools if you have not already.

Problem solved,thanks a lot for your help.now I can create Xml files ! Thanks alot foryour help,now I got it. And I don' know how to use the don't starve mod tools.i'm stilla newbie.Thanks again for your great help :-)

 

You're welcome, I'm pretty new to this myself.

 

As for using the mod tools, http://forums.kleientertainment.com/topic/27247-new-asset-tools-animations-textures-sounds-and-layouts/ explains what to do. For this specific case, look under "Texture Pipeline". Note that you may have to switch to the preview version of the mod tools if you have not already.

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