Boge Posted March 12, 2015 Share Posted March 12, 2015 I have a custom made character which works just fine. I want him to grow longer hair and facial hair though and I can't figure it out at all. Is there an easy way to copy a file over, rename it, and edit some graphics maybe? Link to comment Share on other sites More sharing options...
Kzisor Posted March 12, 2015 Share Posted March 12, 2015 @Boge, look at scripts/prefabs/wilson.lua at the beard component section of the code. Link to comment Share on other sites More sharing options...
Boge Posted March 13, 2015 Author Share Posted March 13, 2015 (edited) I did that. I copied it into mine as well as the beard.zip to the anim folder. Nothing happened. I'll admit, I don't know LUA, but I just have to get this figured out. I've also checked out the Drok character who grows hair and a beard, but I still couldn't get anything to work. EDIT: It decided to work just now!! Now I need to edit the graphics to fit my character. Edited March 13, 2015 by Boge Link to comment Share on other sites More sharing options...
Kzisor Posted March 13, 2015 Share Posted March 13, 2015 @Boge, please post the code and someone will tell you where it went wrong. Link to comment Share on other sites More sharing options...
Boge Posted March 13, 2015 Author Share Posted March 13, 2015 (edited) Okay, I have the Wilson beard growing on my character, which doesn't quite fit. How do I edit it to customize to my character? Here is my character's LUA...I had to use another custom character to start with, so some of it is from Heavy. local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "SOUND", "sound/sfx.fsb" ), Asset( "SOUND", "sound/wilson.fsb" ), Asset( "ANIM", "anim/beard.zip" ), -- include character's custom assets Asset( "ANIM", "anim/boge.zip" ),Asset( "ANIM", "anim/hat_ushanka.zip"),Asset( "ANIM", "anim/food_sandvich.zip"),Asset( "ANIM", "anim/ghost_boge_build.zip" ), } local prefabs = {"hat_ushanka", "food_sandvich","beardhair",}; local start_inv = {-- custom starting inventory}; local function common_postinit(inst)inst.avatar_tex = "avatar_boge.tex"inst.avatar_atlas = "images/avatars/avatar_boge.xml"inst.avatar_ghost_tex = "avatar_ghost_boge.tex" inst.avatar_ghost_atlas = "images/avatars/avatar_ghost_boge.xml"end local function master_postinit(inst) -- choose which sounds this character will playinst.soundsname = "wilson" -- minimap iconinst.MiniMapEntity:SetIcon( "boge.tex" ) -- statslocal WalkSpeed = (TUNING.WILSON_WALK_SPEED * 1.0)local RunSpeed = (TUNING.WILSON_RUN_SPEED * 1.0) inst.components.health:SetMaxHealth(200)inst.components.hunger:SetMax(150)inst.components.sanity:SetMax(100)inst.components.combat.damagemultiplier = 1inst:AddComponent("dapperness")inst.components.dapperness.dapperness = TUNING.DAPPERNESS_SMALL-- withstands cold 2x more than wilsoninst.components.temperature.hurtrate = (TUNING.WILSON_HEALTH / TUNING.FREEZING_KILL_TIME) / 2 -- works fasterinst:AddComponent("worker")inst.components.worker:SetAction(ACTIONS.CHOP, 1)inst.components.worker:SetAction(ACTIONS.MINE, 1)inst.components.worker:SetAction(ACTIONS.HAMMER, 1) -- foodinst.components.eater:SetOmnivore (true) --/outdated code, and wrong... --/why did I ever thought to edit the tuning class back in the day?--/don't uncomment the code below, it will crash the game.--TUNING.STACK_SIZE_LARGEITEM = 15--TUNING.STACK_SIZE_MEDITEM = 30--TUNING.STACK_SIZE_SMALLITEM = 60--TUNING.EVERGREEN_CHOPS_SMALL = 4--TUNING.EVERGREEN_CHOPS_NORMAL = 8--TUNING.EVERGREEN_CHOPS_TALL = 12--TUNING.ROCKS_MINE = 4--TUNING.ROCKS_MINE_MED = 3--TUNING.ROCKS_MINE_LOW = 2--TUNING.MARBLEPILLAR_MINE = 8--TUNING.MARBLETREE_MINE = 6end local function OnResetBeard(inst) inst.AnimState:ClearOverrideSymbol("beard")end --tune the beard economy...local BEARD_DAYS = { 2, 3, 4 }local BEARD_BITS = { 1, 3, 9 } local function OnGrowShortBeard(inst) inst.AnimState:OverrideSymbol("beard", "beard", "beard_short") inst.components.beard.bits = BEARD_BITS[1]end local function OnGrowMediumBeard(inst) inst.AnimState:OverrideSymbol("beard", "beard", "beard_medium") inst.components.beard.bits = BEARD_BITS[2]end local function OnGrowLongBeard(inst) inst.AnimState:OverrideSymbol("beard", "beard", "beard_long") inst.components.beard.bits = BEARD_BITS[3]end local function master_postinit(inst) inst:AddComponent("beard") inst.components.beard.onreset = OnResetBeard inst.components.beard.prize = "beardhair" inst.components.beard:AddCallback(BEARD_DAYS[1], OnGrowShortBeard) inst.components.beard:AddCallback(BEARD_DAYS[2], OnGrowMediumBeard) inst.components.beard:AddCallback(BEARD_DAYS[3], OnGrowLongBeard)end return MakePlayerCharacter("boge", prefabs, assets, common_postinit, master_postinit, start_inv) Oddly, the custom stats aren't working now. Edited March 13, 2015 by Boge Link to comment Share on other sites More sharing options...
Kzisor Posted March 13, 2015 Share Posted March 13, 2015 @Boge, that should be working as far as I can tell. There might be something else causing issues, but I'd need to see the entire mod to determine what exactly is causing it. Link to comment Share on other sites More sharing options...
Boge Posted March 13, 2015 Author Share Posted March 13, 2015 @Boge, that should be working as far as I can tell. There might be something else causing issues, but I'd need to see the entire mod to determine what exactly is causing it. Yeah, I edited my previous message. It's working, but how do I use my own custom beard rather than Wilson's beard? Link to comment Share on other sites More sharing options...
Kzisor Posted March 13, 2015 Share Posted March 13, 2015 Yeah, I edited my previous message. It's working, but how do I use my own custom beard rather than Wilson's beard? You need to use k-tools krane.exe and decompile beards animation and build files. That will give you the base for beards, you will then need to use spriter to create your new beard along with an image editing software. Link to comment Share on other sites More sharing options...
Boge Posted March 13, 2015 Author Share Posted March 13, 2015 You need to use k-tools krane.exe and decompile beards animation and build files. That will give you the base for beards, you will then need to use spriter to create your new beard along with an image editing software. Searched around a bit, and I'm not sure how to decompile the files. Is it the whole .zip file, or the .bin files inside it? Also, I might have gotten an old version. I double click the exe and it just flashes a cmd prompt real quick. I can't read it. Link to comment Share on other sites More sharing options...
Kzisor Posted March 13, 2015 Share Posted March 13, 2015 @Boge, you will need to read the documentation which comes with k-tools in order to figure out how to properly use it. There is also documentation else where on the forums under the Don't Starve mod and tools sub-forum. It's a command line application, so you will need to be familiar with the command prompt or terminal app of your operating system. Link to comment Share on other sites More sharing options...
Boge Posted March 13, 2015 Author Share Posted March 13, 2015 Okay, so I get the files edited and placed back into another .zip with the anim.bin, atlas-0.tex, and build.bin. How do I make it so my characters beard uses that particular .zip file rather than the Wilson beard? Link to comment Share on other sites More sharing options...
Kzisor Posted March 13, 2015 Share Posted March 13, 2015 @Boge, well if you are using Spriter then you should be able to set the entity name, which will basically be the bank. If you're not using Spriter then you need to rename the build name with the tools which came with k-tools. Once you've completed that, look in your code at the OverrideSymbol for the beard: inst.AnimState:OverrideSymbol("beard", "beard", "beard_short") This function parameters/arguments are as followed: Animation Symbol, Animation Bank, Override Symbol from Animation Bank. You should only need to change the Animation Bank portion of the code or the second parameter/argument. Link to comment Share on other sites More sharing options...
Boge Posted March 13, 2015 Author Share Posted March 13, 2015 I can't figure out how to get the folders and spriter file to compile back into the original tex and bin files. Link to comment Share on other sites More sharing options...
Kzisor Posted March 13, 2015 Share Posted March 13, 2015 @Boge, you need to download the Don't Starve Mod Tools from steam. Once that is downloaded it should auto compile when you launch Don't Starve. It also needs to be in the mod/exported folder. Link to comment Share on other sites More sharing options...
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