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Hi, I've been having a problem with how to "construct" my in game character art. Let me explain what I'm trying to accomplish. My character wears a tuxedo, one that has long "tails" that are supposed to be visible from behind the legs of the character when he's facing the camera; they hide his legs when he's facing behind, and they're sort of flat in the side view. My problem is that I don't really know where to draw the tails. If I draw them on the pelvis part they'll hide his legs no problem on the back view, but then they'll also hide them in the front view. Same happens if I use the torso. If I use the tail part, or one of the parts, not only does it have a really skewed animation that just looks odd with the tuxedo tails, but it also does NOT disappear when wearing clothes I've unlocked in game. The tail parts do seem to fulfill my vision of how i want the tails to look in relation to the legs and all, but it has those other two problems that are just frustrating. Recently, I tried using the skirt part, but it basically has the same god forsaken problem the pelvis and torso parts have. I've looked into trying to modify the z-order of things, but it seems no matter where you do it it's pretty much impossible to change it. So... what do i do? I've been trying to find a character mod that has done something similar to what I want to do, so if any of you guys know one it'd be pretty sweet if you could share it with me. Also, if I need to just modify the animations somehow I wouldn't mind trying, but I really don't want to redo them all when I really just want to change the layering... I'll leave an image of what I want to accomplish here. Any help is appreciated, thank you!
Wigfrid's Deerclops Eye - Symbol Name
posted a topic in [Don't Starve Together] Mods and ToolsG'day, you beautiful people, how are you doing? Some person tried modding in their own animation using my template and they reported that there's a missing symbol - Wigfrid's eye: I thought to myself "Hm, the hairfront symbol probably got fixed!" and went into the game to test it (I excluded hairfront because it's an additional layer not used by anything in the game and to top it off it's broken in like half of the animations) No, not at all. In ^this^ screenshot I've overriden haifront with Wilson's hair. I've tried looking up this symbol/layer's name is, but I've found nothing. This, to my knowledge, is the only skin using this symbol. I can't unpack the skins either, because they're in a different format and it's "forbidden" to unpack them anyways... Does anyone know what is this thing called? I just want to add it to the animation template so that people don't create potentially broken animations (because who knows how many skins in the future are going to use this symbol).
I'm currently doing the art pass for my character mod and their hair goes over and covers parts of their face. This works fine when the character is standing still or in spriter. But when in game if my character moves the hair layer falls behind the face layer. is there any fix for this or should i just deal with how its is currently?
3 things i like the most: 1) Rivers. Here is why: Also i think that you shouldnt be able to trespass rivers.2) Caves. Everybody love dungeons! (And dragons...) Also dark caves fit this game's creepy atmosphere. 3) Bridges. No gates on them though. Also i think that the following terrain generation mechanics would be good: Rivers are not trespassable, but they have narrow sections (requres less stones to build a bridge, but you still can buld a stone bridge in any part). This will make player make decision on where he wants to put the bridge and not just put it at random spot of the river. Narrow sections shouldn't be too far from naturally generated bridges to not let player easily cut huge corners in the early game. You can build wooden/stone bridge across narrow section, no difference in functionality (or maybe wooden bridges should be flammable?) and you only can build stone bridge across wide section. Logic behind this - wooden bridge is not durable enough so you cant stretch it across too wide area, but stone bridge is. Balance behind this - stone is harder to get in a big number so player will have to work hard to be able to build even a single bridge but will also be rewarded by ability to cut any corner he wants.