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Found 22 results

  1. Hi! I am trying to port the hat-wearing spiders from DST to DS, but I can't seem to locate where the actual hat-wearing functionality is animated within the bank/build of spiders. This is the code that allows spiders to wear hats: -- I also wear hats elseif item.components.equippable ~= nil and item.components.equippable.equipslot == EQUIPSLOTS.HEAD then local current = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HEAD) if current ~= nil then inst.components.inventory:DropItem(current) end inst.components.inventory:Equip(item) inst.AnimState:Show("hat") end (from scripts/prefabs/spider.lua) These are the assets for the spiders: local assets = { Asset("ANIM", "anim/ds_spider_basic.zip"), Asset("ANIM", "anim/spider_build.zip"), Asset("ANIM", "anim/ds_spider_boat_jump.zip"), Asset("SOUND", "sound/spider.fsb"), } I used Krane to decompile ds_spider_basic.zip and spider_build.zip into a spriter project and opened it in Spriter, but I can't find anything regarding hats here. There are no placeholders included in any of the animations as far as I can see, and yet somehow hats work for spiders in the game. When I port the animations to DS, I can get the smiling faces to work - so it seems like the animations are ported correctly - but hats are invisible when I do AnimState:Show("hat"). I'll include a screenshot of how it looks when I've opened it in Spriter, as well as a zip of the decompiled Spriter project in case anyone wants to look for themselves without having to decompile first. (The reason I am decompiling and recompiling these in the first place is simply to rename the build and base to something other than the default to avoid conflict with DS's original spider anim files) I would be incredibly grateful if someone has any ideas on how this all works in DST. Honestly, I'm quite stumped and feel like I have been pretty thorough but I must be missing something. The only thing I can think of is that either something was not properly decompiled, or it's a bug with Spriter, or perhaps that there is something wrong with my game's files. TLDR: porting the anim files for spiders from DST -> DS doesn't work for me: the hats are invisible in DS. pls send help edit: SOLVED, see replies for more information! spriter_project_files.rar
  2. Hi, im making a tool mod, but i don't rlly know how to make the custom animations in spriter and how to import my assets to it: i want to make some anims like swap_item Interaction when you eqquiped the item in the handslot (like the axe chopping a tree) inventory image and ground image Qs: How can i make the anim assets? How can i import the assets to spriter? and finally, How can i export the anim? Thank you <3
  3. So I'm trying to extract Warly's sprites from DST. Only problem is, I cannot find him anywhere in the game's files. They're present in Shipwrecked's files, so why not DST? The only sprites of his I can find are his idle air whiff animation (just the air part though), Portable Crock Pot and Chef Pouch. Also, I know DST isn't just somehow borrowing assets from singleplayer because every other character that is present in both DS and DST have files in each game. The assets are even slightly different between each game. And I know the same goes for Warly. So I don't understand why he's nowhere in the anim .zip. I have searched for "warly", "wastien", "cook", basically anything that one would even think would relate to Warly. No dice, and it's becoming rather frustrating. Thanks in advance!
  4. I want to make a backpack for my character. But i don't know how to draw for it. I am planning to make 1x6, 2x6 and 3x6 slots for it and i am planning to edit original ui_backpack 2x4 but i don't know how big i should do it. Is there any measurement for it? any help would be great. sorry for my bad eng its not my main language
  5. Download: Domo's Don't Starve Character Creator Hey friends, I've got a brand new Don't Starve modding tool to share with all of you! It's a character creation script that allows you to draw your character in-pose, and then easily export the .scml file and all its assets directly to your mod folder. This method doesn't require adapting a template mod, and allows you to create assets without any size restrictions. There is a SMALL catch - this tool is an extension for Adobe Flash. Hear me out! Wilson and all his friends were originally drawn in Flash by Klei themselves, and it works quite well with Don't Starve's aesthetic. If you still prefer to use alternative software, you can import your character's assets into Flash and use the tool to create an .scml file. Here's how it works: Step 1: Open a new document. Open Window > Other Panels > DSCC. In the DSCC window, enter your character's name and click 'New'. Your character's assets will be created and appear in the document's library. Step 2: Click your character's name in the list and click 'Load'. Your character's assets will be loaded into the document. Once there, you can open each one and draw the appropriate body part. Alternatively, you can import external images if you'd prefer not to draw in Flash. Step 3: Once your character is finished, click its name in the list and click 'Export'. Navigate to your mod's 'exported' folder and click 'Okay'. Flash will process your character for about a minute, and after that, you're done! Once you start Don't Starve, it will automatically be compiled into an anim file for your character. My hope is for this tool to streamline the character creation process and make it easier for modders to publish their work. Please post here with any feedback you have about DSCC, as I plan to keep it updated and add some new features and fixes. If there are any questions about these instructions, please post them, as well. With your help, I can make this a real asset to you and the Don't Starve modding community. Thanks everyone! Also be on the lookout for Domo's Don't Starve Speech File Creator in the future!
  6. Question about the anim folder. I am trying to make custom items, but without the animations when I drop them, you cannot see them. I was wonder how to format and change these images to make the complied into their own animations. I only need an animation for when they drop on the ground. I tried to copy another items anim file, but since they shared the same internal name somewhere so it couldn't run. I heard talk about an scml file, however I do not know how to format it.
  7. Okay, so I'm working on a character mod, and their base design has gloves with visible cuffs - sometimes when he emotes, these cuffs are in the wrong place, as I didn't have a reference to where they should be when I edited his hand sprites. But if I had the sprites of a hand skin that has cuffs as well, such as the hand covers, unprotective gloves, buckled gloves or driving gloves, I'd be able to use those as a reference. I understand that the image files for skins are kept under tight wraps for good reason, so I can't just get them out myself - but is there a way to get my hands on these, in a way that won't upset the devs? For the record, I do NOT intend to trace these. Tracing and referencing are not the same. (Please don't make fun of me because it's Shadow the Hedgehog. I know. I've heard it all before.)
  8. the problem is that I wanted to put a different texture to the gw_wizard_hat file, changing it to a forge tiara. but it doesn't show up on the floor.just in case, I'll throw off the original hat file in the game. name of the hat in the game recharge. the file is taken from the green world gw_wizard_hat.lua hats_lavaarena.lua and here is anim for a occasion hat_recharger.zip
  9. Hello. I am working on custom animation for shooting a rifle. I don't have a clue how to replace original attack animation with custom for specific custom weapon (I have tried to use tags). If someone is willing to help me I would be glad. Have a nice day!
  10. Version 1.0.0

    2372 downloads

    This is the download page for Domo's Don't Starve Character Creator tool. It is a plugin for Adobe Flash, and requires that you have Adobe Extension Manager installed. Instructions on its use can be found here. Enjoy!
  11. So, I've been working on a mod with a friend. I'm building him a character, and this character uses a yoyo as a weapon. Yeup. Anyway. The item works. It does what I want. It's great. Apart from the fact it's totally invisible, but only when on the ground and in hand. Just saying, the yoyo uses textures from another mod that closely resembles a whip, and I'm using the whip build and anim for this. I've already looked around on the forums for help on this, but I'm just not getting it and I'm a bit of a newbie to this, so uhh... I guess that I should've expected to run into problems when I started. And yeah, I used Build Renamer to rename the build files. I renamed the stuff in the .anim files and the .xml files too. It's probably just some noob mistake, but after 5 straight hours (minus a break to get a drink), I'm getting pretty desperate. I've attached the related files but removed thing that (probably) aren't related apart from modmain. Thanks in advance, person who is reading. P.S. I'm scared of putting things in the wrong place. If this post is in the wrong place (I've done it before), please tell me where it goes for future reference. Edit: If there's anything else needed, tell me and I'll upload it too. Thanks! Character.zip
  12. Is there a way to so something if a character is a certain build? Im looking for something like this: if inst.AnimState:build("character") then but my idiot brain cant figure it out
  13. I was making the character design for a new character mod i am making and i saw the design of the floppy rain hat skin and its almost the shape that i needed for her hat, so i was looking into the files to see if i could find the anim file to use as a template but i cant seem to find it. I was wondering if its even possible or if its hidden.
  14. So um, it appears I am stuck on making the anim for the torch now, I have got all the coding and stuff for it done. Could somebody please help me with this? I can send more files if you need. It seems my torch item needs a xml. This is for a mod that adds the ancient wielder of the tragic torch into the game, I would love some help. ghost_esctemplate_build.zip ghost_wollax_build.zip hopeful_torch.zip hope_torch.zip swap_hopeful_torch.zip swap_torchhopeful.zip torch (1).zip wollax.zip modmain.lua
  15. I'm adding a new NPC to my mod called a phantom which uses the endothermic fire animation: It looks nice as it is but I'm wondering if there's a way to make it look like it's hovering higher without changing its actual z pos. If it involves changing the actual animation files, I have no idea how to do that. The file I took the anim code from (coldfire_fire) used inst.AnimState:SetFinalOffset(-1) but this didn't seem to do anything when I tried it.
  16. Hi all, I've been using the Large chest mod for some time and only just realised, that when such chest burns, it becomes invisible, because the used bank (pandoras_chest_large) doesn't have a "burnt" anim. Can someone suggest a quick fix for this? I'd be fine with just using the in-game effects to add 'black highlight" to the chest, but I don't see where or how to define what should happen when chest burns down...
  17. I would like help as to using a sword and shield (one item). I'm sure I can do the stats I need etc but I would like to know if there is an easy way (or even A way) to equip two seemingly independent items in either hand (one in left, one in right) or whether I'd need to make a new animation using spriter and Ktools. Thanks for the help, ProtoStar
  18. I'm trying to create a character that uses a build that doesn't share its prefab name. Normally, a character called "example" would default to using the anim file called "example.zip", unless instructed otherwise. I can't seem to convince it to use any build other than its own, however. I've read that the proper way to do this is to assign a new build using: inst.AnimState:SetBuild("differentbuild") however, it doesn't seem to work. The character defaults to the anim file with the same name, or simply becomes invisible if the anim with the same name is not provided. Here's the full prefab: local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("ANIM", "anim/domo.zip"), Asset("ANIM", "anim/chanti.zip"), } local common_postinit = function(inst) end local master_postinit = function(inst) inst.AnimState:SetBuild("chanti") end return MakePlayerCharacter("domo", prefabs, assets, common_postinit, master_postinit) Both build files are standard character builds, compatible with the standard player stategraph. Can anyone fill me in on what I'm doing wrong, or anything I'm missing? Thank you so much!
  19. So far I got my compass widget working, but when I try to change the default arrow for my custom one it doesn't shows up at all. I was digging around the files and it seems that the hud loads its resources by creating a prefab, but when I try to do the same it still doesn't works. My question is, how do I load an Anim for my hud element? I have the following: widgets/rotatingcompass.lua ... self.needle = self:AddChild(UIAnim()) self.needle:GetAnimState():SetBank("one_direction_needle") self.needle:GetAnimState():SetBuild("one_direction_needle") self.needle:GetAnimState():PlayAnimation("idle") ... prefabs/one_direction_needle.lua local assets = { Asset("ANIM", "anim/one_direction_needle.zip"), } local prefabs = { } --we don't actually instantiate this prefab. It's used for controlling asset loading local function fn() return CreateEntity() end return Prefab("one_direction_needle", fn, assets, prefabs) modmain.lua PrefabFiles = { "one_direction_needle", } Assets = { Asset("ANIM", "anim/one_direction_needle.zip") } ... Also, attaching the anim files. one_direction_needle.zip one_direction_needle[EXPORTED].zip EDIT: I'm doing something wrong with the anims. Setting the Bank to "compass_needle" (the one from the base game) and the Build to "one_direction_needle" (the one from my mod) seems to work.
  20. I've been using the extended character template to make my own character, but the abnormal shape of his head doesn't work with the mod's template. His head is either slightly too tall, or too wide, but it seems as though the original templates creater somehow edited the shape of the box which is counted as part of the head, resulting in the top, or sides of my characters head being clipped off. How do I edit these boxes myself, to cater to my characters strange head shape?
  21. Hello There are 2 awesome house mods for Don't Starve - Wilson_House and Wilson_House_Light. Second one has a fireplace, which first one does not have. So for Don't Starve Together there is only Wilson_House, made by the same respective authors So i have been trying to mod the script (for private world purposes) of the DST house, to add a fireplace. I replaced Wilson_House's atlas texture file in animation folder's zip file with Wilson_House_Light's. Now the script. I have added the fire options in the script, including inst.components.burnable:AddBurnFX("pigtorch_flame",Vector3(-210,10,-00.1), "fire_marker") which i took from the Don't Starve Wilson_House_Light mod's script. After all of this i entered the game and saw i had Wilson_House_Light's texture but no fire. I removed "fire_marker" and got the fire, but when i'm turning the world, the fire changes it's position as the house's texture turns. So i'm guessing that fire_marker was being used to fix it's position against the texture? Recalling that, i wanted to read the anim and build files with the notepad and see if there was anything mentioned about markers. After opening those files i saw that it's bytes have not been written consequently, but as i didn't know which bytes represented integers and which chars i couldn't read it in the end. Then i found the BinaryConverter tool and managed to read those files, but didn't find anything concerning markers. I'm in a dead end and need an advise from more experienced people Thank you in advance.
  22. What is wrong with my mods? [00:00:28]: Could not find anim build OUTOFSPACE[00:00:28]: Could not find anim bank [OUTOFSPACE][00:00:28]: Could not find anim build OUTOFSPACE[00:00:28]: Could not find anim bank [OUTOFSPACE][00:00:28]: Could not find anim build OUTOFSPACE[00:00:28]: Could not find anim bank [OUTOFSPACE][00:00:28]: Could not find anim build OUTOFSPACE[00:00:28]: Could not find anim bank [OUTOFSPACE]‚Äč How to find exact name of bad file and number of line?
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