zVince Posted March 25, 2018 Share Posted March 25, 2018 (edited) As some of you know, me and @6480 we did the mod that fixed Wilson Snowfallen's beard. So we liked it so much that we decided to give continuity and release beard skins to the other skins of the Wilson. But we are in a little trouble, we are not very good programmers. It would not be practical to launch a separate mod, beard by beard, ideally the beard would change automatically depending on the skin. We already have a coder, @IronHunter, thanks for contributing to the mod <3 Mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=1379703510 We already have some concepts ready and we have already started working on the mod, also any suggestion of style of beard is welcome, gradually we will update the images that are here, see some: Update 1: The code part of the Mod in server mode is ready. The beard changes automatically according to the "head" of Wilson used. Update 2: Concept of triumphant Wilson beard. Update 3: Mod icon added. Update 4: Concept of Gladiator Wilson bear. Screenshots> Edited May 12, 2018 by FuriousBr Link to comment Share on other sites More sharing options...
Eric Valhalla Posted March 25, 2018 Share Posted March 25, 2018 Link to comment Share on other sites More sharing options...
. . . Posted March 25, 2018 Share Posted March 25, 2018 i only play as chinese furry oc mods but dang you this makes wilson look nice, kudos to you guys Link to comment Share on other sites More sharing options...
minespatch Posted March 26, 2018 Share Posted March 26, 2018 My buddy @MatheusR31 has done some concepts before. Link to comment Share on other sites More sharing options...
Kyno Posted March 26, 2018 Share Posted March 26, 2018 Seems nice Link to comment Share on other sites More sharing options...
IronHunter Posted April 2, 2018 Share Posted April 2, 2018 Hmm wouldn't hooking into the beard components beard growth to change the callback functions to check for your characters headskin then overide the beard symbol with the proper equivalent be the foundation for this type of mod? What exactly coding wise do you need help with? Link to comment Share on other sites More sharing options...
zVince Posted April 2, 2018 Author Share Posted April 2, 2018 32 minutes ago, IronHunter said: Hmm wouldn't hooking into the beard components beard growth to change the callback functions to check for your characters headskin then overide the beard symbol with the proper equivalent be the foundation for this type of mod? What exactly coding wise do you need help with? Yes, the mod will analyze the character's head skin, then replace the texture of the beard. I know this is possible, on account of the mod"essential skins" that added skin to the ghosts according to the skin used ... Link to comment Share on other sites More sharing options...
IronHunter Posted April 2, 2018 Share Posted April 2, 2018 39 minutes ago, FuriousBr said: Yes, the mod will analyze the character's head skin, then replace the texture of the beard. I know this is possible, on account of the mod"essential skins" that added skin to the ghosts according to the skin used ... Using the skinner component local skins = inst.components.skinner:GetClothing() --returns a table of skins for k, v in pairs(skins) do print(tostring(v)) end --returns a list of all the skins --can also be accessed via pointing to the table.variables --local skins = inst.components.skinner:GetClothing() which returns --{ -- base, -- body, -- hand, -- legs, -- feet, --} --so skins.base returns the head skin for example etc. Now that you have the way of getting the skin names e.g. wilson_ice You'll have to inject some code into wilson's beard callbacks and make it so it updates when you change skins. Link to comment Share on other sites More sharing options...
Raspberry Shake Posted April 2, 2018 Share Posted April 2, 2018 Looks good. Link to comment Share on other sites More sharing options...
IronHunter Posted April 3, 2018 Share Posted April 3, 2018 (edited) In continuation of private message, Spoiler ---------------------------- ----< Wilson Beard Fix >---- ----< By: Iron_Hunter >---- ---------------------------- local function pairsByKeys (t, f) local a = {} for n in pairs(t) do table.insert(a, n) end table.sort(a, f) local i = 0 -- iterator variable local iter = function () -- iterator function i = i + 1 if a[i] == nil then return nil else return a[i], t[a[i]] end end return iter end local function OnGrowSkinBeard(inst, beardsize) inst.beardsize = beardsize print(inst.components.skinner.skin_name) if inst.components.skinner.skin_name ~= (inst.prefab .. "_none" or "" or nil)then inst.AnimState:OverrideSymbol("beard", "beard_"..inst.components.skinner.skin_name, "beard_"..beardsize) end end AddPrefabPostInit("wilson", function(inst) if GLOBAL.TheWorld.ismastersim then if not inst.components.beard then inst:AddComponent("beard") end local beardsize = "short" --this is a temporary variable for day, cb in pairsByKeys (inst.components.beard.callbacks) do --despite looking complicated it is sorting them in numerical order so we can provide some compatibility with other mods that change the growth time etc. if cb ~= nil then if beardsize == "short" then inst.components.beard.callbacks[day] = function(inst) cb(inst)--linking to the old OnGrowBeardShort OnGrowSkinBeard(inst, "short") end beardsize = "medium" elseif beardsize == "medium" then inst.components.beard.callbacks[day] = function(inst) cb(inst)--linking to the old OnGrowBeardMedium OnGrowSkinBeard(inst, "medium") end beardsize = "long" elseif beardsize == "long" then inst.components.beard.callbacks[day] = function(inst) cb(inst)--linking to the old OnGrowBeardLong OnGrowSkinBeard(inst, "long") end beardsize = nil end end --print(tostring(day).." "..tostring(cb)) end end end) AddComponentPostInit("wardrobe", function(self) self.OldApplySkins = self.ApplySkins function self:ApplySkins(doer, diff) self:OldApplySkins(doer, diff) if doer.components.beard and doer.beardsize ~= nil then if doer.components.skinner.skin_name ~= doer.prefab .. "_none" then OnGrowSkinBeard(doer, doer.beardsize) else if doer.prefab == "wilson" then doer.AnimState:OverrideSymbol("beard", "beard", "beard_"..doer.beardsize) end end end end end) First public version, it is developed to be automatically extendable for all skins for wilson as long as the beards are set up properly. It is also is currently developed for future characters that could have this feature. beard_wilson_ice.zip Edited April 3, 2018 by IronHunter attachments Link to comment Share on other sites More sharing options...
zVince Posted April 5, 2018 Author Share Posted April 5, 2018 Update 1: The code part of the Mod in server mode is ready. The beard changes automatically according to the "head" of Wilson used. >Screenshot of one of the skins in Don't Starve Together. Link to comment Share on other sites More sharing options...
MrKoopa Posted April 7, 2018 Share Posted April 7, 2018 Cool. Do you use the wardrobe in order to see if it works or do you despawn yourself and then choose a new skin? Link to comment Share on other sites More sharing options...
zVince Posted April 7, 2018 Author Share Posted April 7, 2018 When you change the skin in the wardrobe, it automatically changes 1 hour ago, MrKoopa said: Cool. Do you use the wardrobe in order to see if it works or do you despawn yourself and then choose a new skin? Link to comment Share on other sites More sharing options...
zVince Posted April 8, 2018 Author Share Posted April 8, 2018 Link to comment Share on other sites More sharing options...
minespatch Posted April 8, 2018 Share Posted April 8, 2018 Looking good. Link to comment Share on other sites More sharing options...
Aquaterion Posted April 8, 2018 Share Posted April 8, 2018 is it on purpose that the ice beard's blue is not the same as the hair's blue? Link to comment Share on other sites More sharing options...
Wesminator Posted April 8, 2018 Share Posted April 8, 2018 Bless you FuriousBr, Wilson looks on point. Link to comment Share on other sites More sharing options...
zVince Posted April 8, 2018 Author Share Posted April 8, 2018 (edited) 5 hours ago, Aquaterion said: s it on purpose that the ice beard's blue is not the same as the hair's blue? The difference in coloring is only sharp because I put the beard externally, but with the game station filters is almost Imperceptible, see ingame: Edited April 8, 2018 by FuriousBr Link to comment Share on other sites More sharing options...
zVince Posted April 14, 2018 Author Share Posted April 14, 2018 Mission impossible, how to fix Wilson Pigguard's beard? Link to comment Share on other sites More sharing options...
MrKoopa Posted April 14, 2018 Share Posted April 14, 2018 The only thing I can think of is if you take the image of the halloween face skin, take the nose and then put it on the beard skin and remove it from the halloween skin. Link to comment Share on other sites More sharing options...
. . . Posted April 14, 2018 Share Posted April 14, 2018 (edited) 5 hours ago, FuriousBr said: Mission impossible, how to fix Wilson Pigguard's beard? Maybe you can use inst:AnimState:SetMultiSymbolExchange(" ", " ") to make the face symbol go over the beard symbol? Edited April 14, 2018 by SuperDavid Link to comment Share on other sites More sharing options...
Ninjanemo Posted April 14, 2018 Share Posted April 14, 2018 22 minutes ago, SuperDavid said: Maybe you can use inst:AnimState:SetMultiSymbolExchange(" ", " ") to make the face symbol go over the beard symbol? Just use if(beard)=buggy;donot Link to comment Share on other sites More sharing options...
zVince Posted April 14, 2018 Author Share Posted April 14, 2018 I'm thinking of removing the beard, and putting only a few hairs, to symbolize the growth, I've already tried to get the beard under my nose, it looks horrible anyway Link to comment Share on other sites More sharing options...
IronHunter Posted April 14, 2018 Share Posted April 14, 2018 Not by the hair on my chinny chin chin. A wicked goatee, wouldn't be too thin? Wilson doesn't always need to have full face beards. Especially seeing as this is a costume and all. Link to comment Share on other sites More sharing options...
zVince Posted April 15, 2018 Author Share Posted April 15, 2018 Something like this? I tried a beard with more realistic hairs on the Wilson pigguard Link to comment Share on other sites More sharing options...
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