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Found 3 results

  1. Solved! Edit1: Yeah so after someone sent me this: http://forums.kleientertainment.com/files/file/583-ktools-cross-platform-modding-tools-for-dont-starve/ And thus this post isnt needed any more. Thanks and sorry for this long winded post. Edit2: After further inspection it looks like this tool will not work un less you have both the anim.bin AND the biuld.bin This is a problem, since the files animation files do not come with a biuld. Edit3 So... using the Animation Commandline Tool to root around through the animation file for hints. I came to the conlustion that the character that was used in the creation of the animation is listed. Wilson appears to be the one used in most if not all animation. By placing his biuld.bin and tex file in the folder solves the problem. Edit4 after extesive testing of the exported rexported animation compared to the original animtion They dont match. values are a bit off all over. The problem seems to be is that we dont have a character biuld.bin and tex file that has all of the same layers. Original post: I'm going to be honest. I am way out of my league. 1 year of C++ and C# are not going to get me any where fast with out help. So im asking... begging for help with this task. The task at hand it to build a beter way to rearrage the z-order of elements in any animation. And the news is good. The heaviest lifting is already done. http://forums.kleientertainment.com/files/file/226-animation-commandline-tool/ In 2013 someone started on this path. The Animation Commandline Tool, decompiles the anim.bin files in to text files. Now if i wanted to change the order of characters hair, I could. BUT, doing so would be a task that would take you weeks by hand. You would have to change the order of the hair for each frame in each animation. Its messing and you would be left with z values in between what they should be. What I am setting out to do: Biuld a tool that shows the order each animation in a file and list the parts and lets you re-order them. Then spit it back out. So in turn chacaters can have the vanilla Animations with custom layer orders. Want hair above the face and the head in the z order? Now you would be able to have hair that hung down in front of the face. Or Want a girl with long hair? But need the hair behind the body when faceing forward? You could do that too. Now the files look a bit like this. ANIM4anim{ name idle face_right 0 face_up 0 face_left 0 face_down 1 root wilson framerate 30.000000 frame{ x 10.700500 y -179.524506 w 414.398987 h 377.148987 simple_element{ name LANTERN_OVERLAY frame 1 layer_name LANTERN_OVERLAY scale_x 0.948755 scale_y 0.948755 rot 353.623993 tx 105.449997 ty -107.448997 tz -5.000000 }one file can have several animations luckly I it doesn't look like the z-orders ever change over the frames for an animation. but can in diffrent in other animations witch can also be in the same file. so a blanket aproch to this will not work and the user needs to know wether they are changing animations for Forward, Left and Right, or Backward so they can order accordingly. The programing help I need is for turning all of that infromation in to data and variables that can be more easly worked with. That means writing a recursive parsing program then taking in that so it can be worked with in programing. After thats done, the next step is to give the user feed back on what they are looking at. As well as buttion to move selected item up or down. I'm currently working on this my self in c# with visual studio 2013 My aproch is to make a recursive parser that place all the data in lists or arrays. Once that way displace in a treeview. Then the user could see the Animations in the txt file as well as show the order of elements below them. Then some simple "move up" and "mover down" buttons Once orderd then re biuld the text file. I'm not sure i can do this on my own. I never was great at programing in class. And I'm dyslexic, and spell check is not your friend when coding. But this is the only way i think this problem can be solved, that is unless... Klei wants to throw us a bone and give us the .Scml spriter files for the animations to work with? Hint hint wink wink. Please, that would save me a load of time and stress. Did i mention I was my birthday this past week? I'm not below begging. Help me, help characters with long hair. [by the way that hair below her neck.... those arent boobs.] or characters that want hair that hangs in front of the eyes. Alot more thing are posible with re ordering.
  2. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Game playing slow/choppy. Steps to reproduce Just playing. Describe your issue I've been playing this game since mid November. Game played like a dream at first. The first bit of choppiness started right after the Nov 27 update. Since then it has gotten increasingly worse. My game file is day 120 something, and I have done much to change the landscape since the generated map at the beginning. (i.e. planting and moving berry bushes and grasses/ building pig houses) Not sure if that could cause the game to slow down, but it's such a bummer to play now! My girlfriend and I both love this game too much to just throw it to the side. Please help! We're operating on a Dual Core Pentium i processor 945 w/ a GeForce 9600 GT Graphics Card. Not sure how that translates from the Radeon, but I feel it should be more than enough since we play games like Skyrim and The Secret World, no problem. Thank You For Your Time, Nathan
  3. I bought the game a while back and the main thing I think could be improved is the 'base' idea, where you set it up and improve it. Being a crappy games dev myself I know walls dont take much time to implement and I think it would benefit the game a lot.