DVGMedia Posted August 31, 2016 Share Posted August 31, 2016 (edited) so i wanna make an item mod that are purely cosmetic that will give the players new crafting options for character specific items in the same way you can craft different skins for the pit and packs . (plan to make each elegant skin for each item to make a ful match for each characters elegant) and im asking how do i find the in game images that i can edit to do these redesigns or will i have to completely remake the item from the ground up? Edited August 31, 2016 by EsaiXD Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/ Share on other sites More sharing options...
Joachim Posted August 31, 2016 Share Posted August 31, 2016 I would start with unzipping some of the builds in the anim folder, converting the atlas TEX files to PNGs, and editing those. Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-809051 Share on other sites More sharing options...
Aquaterion Posted August 31, 2016 Share Posted August 31, 2016 I remember i was doing a mod similar to this once, and then after a bunch of coding, I remembered I have no artistic talent rip Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-809105 Share on other sites More sharing options...
Joachim Posted August 31, 2016 Share Posted August 31, 2016 1 hour ago, Aquaterion said: I remember i was doing a mod similar to this once, and then after a bunch of coding, I remembered I have no artistic talent rip Me neither, but despite lacking talent, you can do quite some stuff with simple (color) transformations and filters. Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-809132 Share on other sites More sharing options...
DVGMedia Posted August 31, 2016 Author Share Posted August 31, 2016 you know this is pretty cool in the way of actually making the stuff Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-809146 Share on other sites More sharing options...
DVGMedia Posted September 2, 2016 Author Share Posted September 2, 2016 so i just finished all the animations for the new skins but now im not entirely sure how to make them have their own craftable item or to implement them into the actual game judging that these are just redesigns i should be able to use the standard code with slight changes in the source files right? but.... thats what I couldnt figure out how to do Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-809640 Share on other sites More sharing options...
Aquaterion Posted September 2, 2016 Share Posted September 2, 2016 7 hours ago, EsaiXD said: so i just finished all the animations for the new skins but now im not entirely sure how to make them have their own craftable item or to implement them into the actual game judging that these are just redesigns i should be able to use the standard code with slight changes in the source files right? but.... thats what I couldnt figure out how to do The way I was gonna do it was rather than crafting them, you're forced to have them, if you're wearing anything elegant on your character, it would make change the prefab's look into the elegant one. Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-809725 Share on other sites More sharing options...
DVGMedia Posted September 2, 2016 Author Share Posted September 2, 2016 (edited) 7 hours ago, Aquaterion said: The way I was gonna do it was rather than crafting them, you're forced to have them, if you're wearing anything elegant on your character, it would make change the prefab's look into the elegant one. yeah i actually wanted to have that happen in mine but I cant understand how D: looking at other mods have it set to a zip with these two files included atlas-0.tex and the build.bank while im still stuck here with the .scml files and idk how to get to that point of the zip Edited September 2, 2016 by EsaiXD Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-809771 Share on other sites More sharing options...
Mobbstar Posted September 5, 2016 Share Posted September 5, 2016 I suggest you change the prefabs (items, creatures, etc.) using AddPrefabPostInit() in modmain.lua, here's some pseudo-code: Spoiler -- First, make a fancy skinswitcher! local function abigail_flower_topocket(inst, owner) -- There should be a player, but just to be sure... if owner then -- If the player is a Wendy w/out skin, then... if owner.prefab == "wendy_none" then -- Use the regular images inst.AnimState:SetBuild("abigail_flower") -- Optionally update inventory icons too elseif owner.prefab == "wendy_formal" then inst.AnimState:SetBuild("abigail_flower_CUSTOMBUILD_NAME1") elseif owner.prefab == "wendy_survivor" then inst.AnimState:SetBuild("abigail_flower_CUSTOMBUILD_NAME2") elseif owner.prefab == "wendy_shadow" then inst.AnimState:SetBuild("abigail_flower_CUSTOMBUILD_NAME3") end end end -- Now to attach it! AddPrefabPostInit("abigail_flower", function(inst) -- The following triggers our fancy skinswitcher everytime the item gets picked up. inst:ListenForEvent("onputininventory", abigail_flower_topocket) end) Â Abigail can adjust her skin according to her current leader. Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-810735 Share on other sites More sharing options...
DVGMedia Posted September 9, 2016 Author Share Posted September 9, 2016 so my go to guy is gone atm so I am asking forums about a problem Ive got got the skin switcher that mobbstar has provided and everything managed to load up in game but the skins did not change any idea as to why this is? Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-812003 Share on other sites More sharing options...
Aquaterion Posted September 10, 2016 Share Posted September 10, 2016 (edited) The skin doesn't actually change your prefab I believe, so try this; local function abigail_startfollow(inst, data) if data and data.leader then local skin = data.leader.components.skinner:GetClothing().base skin = string.sub(skin, 7) --removes the "wendy_" part print("Skin set to: " .. skin) skin = skin == "none" and "abigail" or "ghost_abigail_" .. skin inst.AnimState:SetBuild(skin) -- sets the build to the skin end end  Edited September 16, 2016 by Aquaterion Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-812249 Share on other sites More sharing options...
Joachim Posted September 10, 2016 Share Posted September 10, 2016 On 9/5/2016 at 6:30 PM, Mobbstar said: I suggest you change the prefabs (items, creatures, etc.) using AddPrefabPostInit() in modmain.lua, here's some pseudo-code:  Hide contents  -- First, make a fancy skinswitcher! local function abigail_flower_topocket(inst, owner) -- There should be a player, but just to be sure... if owner then -- If the player is a Wendy w/out skin, then... if owner.prefab == "wendy_none" then -- Use the regular images inst.AnimState:SetBuild("abigail_flower") -- Optionally update inventory icons too elseif owner.prefab == "wendy_formal" then inst.AnimState:SetBuild("abigail_flower_CUSTOMBUILD_NAME1") elseif owner.prefab == "wendy_survivor" then inst.AnimState:SetBuild("abigail_flower_CUSTOMBUILD_NAME2") elseif owner.prefab == "wendy_shadow" then inst.AnimState:SetBuild("abigail_flower_CUSTOMBUILD_NAME3") end end end -- Now to attach it! AddPrefabPostInit("abigail_flower", function(inst) -- The following triggers our fancy skinswitcher everytime the item gets picked up. inst:ListenForEvent("onputininventory", abigail_flower_topocket) end)  Abigail can adjust her skin according to her current leader. That's not pseudo-code. That is real code. You deceived us! Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-812415 Share on other sites More sharing options...
Mobbstar Posted September 11, 2016 Share Posted September 11, 2016 6 hours ago, Joachim said: That's not pseudo-code. That is real code. You deceived us! 19 hours ago, Aquaterion said: The skin doesn't actually change your prefab It wasn't proper code, instead of the prefab, you'd have to check for inst.components.skinner.skin_name like so: -- First, make a fancy skinswitcher! local function abigail_startfollow(inst, data) -- There should be a player, but just to be sure... if data and data.leader and data.leader.components and data.leader.components.skinner then -- If the player is a Wendy w/out skin, then... if data.leader.components.skinner.skin_name == "wendy_none" then -- Use the regular images inst.AnimState:SetBuild("abigail") -- Optionally update inventory icons too elseif data.leader.components.skinner.skin_name == "wendy_formal" then inst.AnimState:SetBuild("abigail2") elseif data.leader.components.skinner.skin_name == "wendy_survivor" then inst.AnimState:SetBuild("abigail3") elseif data.leader.components.skinner.skin_name == "wendy_shadow" then inst.AnimState:SetBuild("abigail4") end end end -- Now to attach it! AddPrefabPostInit("abigail", function(inst) -- The following triggers our fancy skinswitcher once Abigail has a Wendy. inst:ListenForEvent("startfollowing", abigail_startfollow) end) In comparison to Aqua's code, this one lets you have any build you want and spawn fx virtually without limitation. It is, however, less sleek and more effortous to adjust for every new prefab getting "skinned". Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-812572 Share on other sites More sharing options...
Aquaterion Posted September 11, 2016 Share Posted September 11, 2016 4 hours ago, Mobbstar said: It wasn't proper code, instead of the prefab, you'd have to check for inst.components.skinner.skin_name like so: -- In comparison to Aqua's code, this one lets you have any build you want and spawn fx virtually without limitation. It is, however, less sleek and more effortous to adjust for every new prefab getting "skinned". the skin variable in my code would have normal,formal,shadow or survivor. so you can easily just do an if statement to achieve something similar to yours Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-812629 Share on other sites More sharing options...
DVGMedia Posted September 16, 2016 Author Share Posted September 16, 2016 well then if anyone could help elegant character items.zip here is what ive got so far if you managed to get it to work let me know Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-814243 Share on other sites More sharing options...
Aquaterion Posted September 16, 2016 Share Posted September 16, 2016 5 hours ago, EsaiXD said: well then if anyone could help elegant character items.zip here is what ive got so far if you managed to get it to work let me know does it not work? if so, did you try my version? Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-814318 Share on other sites More sharing options...
DVGMedia Posted September 16, 2016 Author Share Posted September 16, 2016 5 hours ago, Aquaterion said: does it not work? if so, did you try my version? i finally found out the reason why it wasnt working and it was all completely on my part D: Link to comment https://forums.kleientertainment.com/forums/topic/69895-how-to-get-editable-data-from-the-game-files/#findComment-814369 Share on other sites More sharing options...
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