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Found 14 results

  1. Good day everyone, I'm trying to make myself a new lantern. But I had a little trouble understanding how the game's animations work. Namely, I'm trying to analyze the animations of the game itself to understand how they work, but I can't because some of them don't have complete files. I'm using ktools-4.4.4 to extract the files, but I can't extract the files that only have atlas-0.tex and build.bin I can get files only from similar files, where there is a whole set with an anim file... I will be very grateful for your help, and for any information, I apologize if a similar topic has already been raised on the forum, I tried to find information but it did not work..
  2. Hey all! I'm looking for someone who'd like to join my project of creating a DST Space Mod on which I've been working on for the past 1.5 to 2 years. It's pretty much the size of a DLC and will grow even more. I'm looking for someone who would help animate my Astronauts and Deep Space Aliens and Creatures. I chose a bit more of a rough art style because the mod is quite some machine based and even has simulated electricity and reactors etc.. You can contact me on the mod's Discord server if you're interested in collaborating in animations and even art if you want =] Discord Server of Mod Or directly HolidayExplanation#0014 Here is some example art
  3. I'm doing some coding to make a custom mount for a friend with it's own animations. when I set the bank and build the animations show up just fine (don't worry about the bad drawing above it's just a placeholder) but when I try to ride the mount it turns invisible is there another place where the bank and build is set while the character is being mounted?
  4. Hey is there a way to make a weapon's-tool's animation a punch from the script (*.lua). And if the answer is: Use "custom animation template" how can I make it exclusive to this weapon, find and use the default punch animation?
  5. Hello all, I'm trying to make a new kind of bush that's basically exactly the same as the berry bush ("berrybush" prefab) only with something other than berries on it. I have the images, Spriter shows the animations work, but in the game itself there is a problem with picking the "berries" off the bush - both before and after picking it, it still shows the same amount of "berries" on it. From looking at the code I saw that there is a setberries() function which determines the amount of berries shown. To do that it shows/hides animations called "berries", "berriesmore" and "berriesmost": local function setberries(inst, pct) if inst._setberriesonanimover then inst._setberriesonanimover = nil inst:RemoveEventCallback("animover", setberries) end local berries = (pct == nil and "") or (pct >= .9 and "berriesmost") or (pct >= .33 and "berriesmore") or "berries" for i, v in ipairs({ "berries", "berriesmore", "berriesmost" }) do if v == berries then inst.AnimState:Show(v) else inst.AnimState:Hide(v) end end end And it seems that the problem is that my animation data doesn't have these three animations. I used Krane to extract the Spriter project from the game files, and the project contains all the animations except those three, it seems. Opening the original bush's anim.bin file in a hex editor shows that these three terms are present in it (at the end of the file), but after extracting it, searching the contents of the extracted files for them yields nothing in any file. I've tried adding these three animations to the project with what I think they should contain, but it made little difference, and what it did do made no sense to me. Can someone please help me understand what's going on here, or at least how I can go about making my own somethingbush? Thanks in advance.
  6. Greetings. I have noticed something strange when I was using .scml files. I wanted to understand how animations work in this game and how Spriter can do its magic, so I took mod from Steam workshop called Wog'Maw and I have understood that .zip file in anim folder does the trick with custom animation. It was called player_attacks so I coppied it to other mod directory to test it on something else and after replacing character textures I saw pretty clumsy animation in game. Let's call this "case 3". Then in "case 2" I wanted to make my own animation starting just with my character's textures and Spriter, I copied everything and after compiling animation I saw this horror in game -> video 2. I didn't give up and I have used custom player animation template by PanAzej. You can guess that I failed once more and animations were visible in game (I don't know how, indeed) but something caused layers overlap and dislocation of animation's components -> video 1. Maybe somebody here on this forum knows why .scml file without any code works completely fine but when I try to change it everything goes crazy. Ah, I nearly forgot. In case 3 character can change its facing direction according to enemy location and of course case 1 and 2 can't. help.zip
  7. This is something I've noticed for the character WX78 and his perk of eating gears. The default food crunch audio from his eating animation is silenced and replaced with the wx78/levelup sound, which had me wondering how one would implement a way to replace the audio for animations for actions like eating, healing, or building. Here's the code from wx78 as an example: local function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.GEARS then inst.level = inst.level + 1 applyupgrades(inst) inst.SoundEmitter:PlaySound("dontstarve/characters/wx78/levelup") end end Does anyone know how to utilize this to apply to other items? AND since this is part of wx78's prefab file, it most likely only applies to his character whereas I'm more curious how this can be applicable to mod items for anyone to use.
  8. Hello Everyone! After this mods first release, 3 years ago and a less then favorable release for don't starve together, I present to you... The Rookie Digimon I have remastered My mod from the ground up to include some pretty radical stuff! a whole new voice and sounds staring the Shamisen! some of the most notable stuff is....FULLY CUSTOM ANIMATIONS! I believe this is the first don't starve mod with fully custom run animations alone! and yes, BEEFALOS WORK! all hand animated and hand drawn with new assets, this took about a year of time to work on the animations hand animating everything alone (I still have the scmls to show for it too) then a good chunk of time to code it all in! all of the animations were animated in spriter then placed into game! (except the run which was frame by frame animated then broken apart in photoshop) there are custom animations for tons of stuff, some I can name off the top of my head are running jumping into wormholes mining cutting trees dancing talking idles sleeping...ect along with the mods custom animations the whole deal has new artwork and a brand spanking new model! For a whole slew of information on the game-play elements I've added take a gander at the mods..... working information base -->*HERE*<-- We have transformations, animations, items, structures and more unfortunately, some things don't fit too well such as klei worn item skins, which all clothing, worn items and weapons have been disabled because of the addition of the custom animations. it's been a wild 3 years since I first made this for don't starve, I've learned to code, draw better, seen mods pop up and I couldn't have done any of it without this forum. Below is a time-lapse from the original all the way to the finished version. You can get the mod (Here) for steam's workshop or (Here) via klei's downloads I would love to help boost the amount of players using the mod as since time has passed, It gets no traffic on the steam workshop. I hope you all enjoy this as much As I enjoyed making it for everyone. Thank you, Renamons Revenge.
  9. I am remaking a custom character I had made in the past, I haven't tested it yet but I want to know one thing. How do I edit the animations or the placement of parts for the characters? I am completely reworking the artwork and sprites for the character and my major fear is this visual problem. I Don't know how Spriter Works And I was hoping someone had made a tutorial on creating a Custom DST character that included that aspect. Anyway, the Character I am working on is not the one in the picture it is my first character I have made, Andreas, I wanted to add more to her than a simple sanity boost during the night and figure out a way to make her sanity drain during the day. Here is a list of things I want to add to her. 1. A scythe that only she can use, it would deal a little less damage than the tentacle spike during the day, The same amount of damage at night and double the damage during the full moon. 2. I want to give her a transformation. Her transformation would trigger when her HP is low Maybe at 10% of her full health. 3. Give her a healing aura that heals .1 HP to surrounding players in a small radius. 4. Make it where she loses sanity when crowded by other players. To balance the healing aura a little more. 5. This one will most likely be more like a side mod, I want to add a new monster called the Night beast, A creature that lives in the caves. I also wanted a chance for them to emerge from the uncovered sink hole like the batalisks, 6. Give her a complete custom speech and Voice, I want her voice to be the sound of an Ocarina. I was hoping someone could help me code and put her together, her current sprites are not too good and I am re drawing them from scratch. Which is a pretty tedius process in it's self.
  10. So, I know that you need to have animation files imported and then selected when to play what. For the inactive bernie, things are laid out pretty straight forward, since him being inactive means only two animations (beaten up and normal idle). For the active version, you have multiple ones, like 5 or so, not entirely sure, yet, in the bernie_active.lua there is only one animation declared and it's in fn: inst.AnimState:PlayAnimation("idle_loop") So... where exactly is the code that applies all of the other animations including trottling taunt animation, walking animation, waking up animation, getting hit animation etc.?
  11. Greetings everyone, thank you for reading my post! Recently I've been having tons of issues with custom animations and certain things. Here is the idea and the issue; A custom animation that has already been created currently cannot display armors, I would like to change this. Are armors linked to the original dont starve animations? Or can they simply not play with custom animations. if not, what code can be added to prevent the display of armors, weapons, hats and tools? - found a solution to this, question is still unanswered. Thank you so much for your help.
  12. Making too much threads again? Well screw it, I need help. I already do jack-**** because I make stupid excuses for myself not to do something, so whilst I still have this angry urge to mod no matter what, might as well do as much as possible. Onto the topic, why are so many animations so crapped up? The ghost animations are jerky nonsense and Deerclops only has his ice spikes animated when I open open the decompiled scml file in Spriter Pro. Also, some animation zip files (files in zip folders inside anim folder) seem to only have anim.bin and no build.bin or atlas-0.tex, like deerclops_actions. Why? And how can I fix/get around these two issues?
  13. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Can't reach meat glitch/bug Steps to reproduce I had cornered a gobbler (twice) and killed him. Describe your issue http://i1150.photobucket.com/albums/o614/haley_moore2/dontstarve.png I don't know how to get the version number, but I'm on the newest build. idk this is my first post so yeah...
  14. I'm new here, hi everybody! I've made a research and found nothing about this topic, so here goes! First of all, i'm loving this game. It has an amazing atmosphere, awesome gameplay and a feeling of terror and anxiety that i've rarely found in other games. Anyways, let's get onto my suggestion: animations for when you walk diagonally. I don't think if it's possible / plausible to make diagonal walking animations for every single hat, suit and character, but i think it would add more "3D" to the game, and will make it a lot smoother to play.
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