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Don't Starve


Don't Starve Together

Found 8 results

  1. Version 1.0.0

    1684 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!
  2. 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.
  3. 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!
  4. 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!
  5. 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.
  6. 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?
  7. 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.
  8. 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?