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Found 8 results

  1. This is kind of a weird one and I'm not very hopeful there'll be a solution, but I basically want to know how I can export animations/individual texture frames for the survivors using ktools. There are 2 reasons why I'm asking this: 1: Because none of the main players' builds contain .ANIM files like the other entities do, which from what I read about ktools is required in order to export an .SCML file, yet I've seen .GIFs online and such places of the playable characters and I don't know how they obtained/made them 2: I want to be able to view each of the survivors' body part sprites in a similar fashion to the Extended Sample Character so I can see the actual frame isolated, so basically in a fashion that is a bit nicer than this: (Sorry if I'm not supposed to post this, let me know and I'll take it down or delete the thread entirely) Hopefully someone knows how to achieve this. It'd be really helpful to me to have the player characters' segregated, non-jumbled parts. Thanks in advance!
  2. 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!
  3. Version 1.0.0

    2328 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!
  4. Hi again everyone, after a bit of learning I have been trying to implement the SWAP_FACE into my character, I have been trying to implement it into the old esctemplate so I could finally get actual front hair and not the poor front hair from the original template but I've run into a couple snags and definatly dont have the knowledge to fix this but this form has helped me a couple times now so II was hoping someone could help me with this task. I'll include a .rar of my exported folder and if you need anything more i'll be happy to give it to you. Cheers lockette.rar
  5. Hello! I am very new to modding the game, so as suggested I started by editing an existing mod. My goal was to exchange the existing art, which by reading up tutorials worked out fine so far. Now I got stuck converting a very simple animation from a spriter project (.scml file) to the required .zip file. As stated in several tutorials there is an "autocompiler" that will run and convert my project when the game is started. However there seems to be a problem with that. When the game starts or the autocompiler is run manually the following errors pop up: The first few errors seem to appear because of the ' in the folder structure... But since this is done by Steam, I suppose that other players and modders for whom the autocompiler works will have the same situation. When I run the scml.exe manually only the "Unable to find python!" error occurs, which seems to be the culprit for my problem: Even though I thought this to be a weird idea, I installed python for Windows and setup the PATH variable to recognize 'py' as well as 'python' as commands. That didn't help. I'm currently out of ideas about how to proceed... Did anyone else have this problem? Neither Google nor a forum search resulted in anything useful. System-Info: I'm greatful for any suggestions! Thanks, bLind EDIT 1: EDIT 2:
  6. I'm trying to create a character but my mod tools didn't come with the files: png.exe; scml.exe Everytime I try to run autocompiler, prompt open and spams some lines saying that png.exe is missing and close quickly Note: My mod tools are the latest Steam version and I tried uninstalling and reinstalling Printscreen: (in portuguese)
  7. Hi, I'm trying to create mod which adds an opportunity to build Pond - just handmade copy of Pond all around autogenerated World with few custom animations and filling with water depeends from 'wetness'. And all works fine, I wrote the logic, created anims, but faced strange problem - only part of my Pond is real object. Around 1/3 (part A on image below or here) are inspectable and fishable, other 2/3 (part B) - just like regural ground, with exception of Player can't step on it. So I can inspect, fish part A but not part B. This is not what I was hoping for. And I don't know why that was happening. I know for sure that it's scml problem - I've tried to connect vanilla 'marsh_tile' and whole Pond are inspectable and fishable. I've tried Save As project with Spriter b5 (I'm using b11) but that doesn't help, also tried to change pond layout to black square - for nothing. Also theres 'water' layout - and that inspectable part depends from water layout size, but if I'll delete water - problem still exists. So I'm providing: 1. animation.xml 2. build.xml 3. whole dyp_marsh_tile.scml project And asking for help. Please, help me.
  8. Some illustrious companions and I are attempting to make character mods strongly based on the existing caste of characters, in particular Wendy (We are making Abigail a playable living character). Getting a functional SCML file for Wendy was quite trying, but eventually we found a repository of character assets online here: https://github.com/kleientertainment/ds_assets/tree/master/builds . The problem? They do not include emotes. As such our Abigail can run around and look quite normal (unlike all previous SCML freaks of nature), but her face goes blank when we use /cry or /yawn even though these PNG's are in the folder that are accessed by the auto-compiler. Basically it is the SCML file that is not referencing those emote PNGs because either the SCML file is from quite some time ago, before emotes were implemented, or it is just from single player Don't Starve. Would it be possible for us to have the up-to-date SCML files that include ordinary human proportions, (not the "extended sample character template" mod) and all the ordinary emotes? Where might I acquire these? Much gratitude for your help
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