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Don't Starve Together

Found 7 results

  1. I have few problems with animations: 1. How can i fix Willow's torso? It is bigger about 30% on every frame 2. Pigman swap his arms In "atk_down" animation 3. Where is Wigfrid's atlas and build ?? There is nothing in whole game folder !
  2. I took "water_meter_player.zip" and changed the water drop png file to a png of a mug (I did not mess with the animation at all). Here is that file I then use autocompiler and the animation gets messed up. Here is the messed up file Happens everytime I autocompile. Help.
  3. Version 1.0.5

    686 downloads

    Hello Guys so i was working on a project which allows you to convert animation to scml with one file it creates scml,textures and back ups the anim in the .zip The Pack Includes Following Things: FMOD Studio,Texmod,Krane Converter,Spriter and some of my old scripts including old throne Folders on Screenshot: Textures - Extracted Textures Input - Put .zip files in here Output - Has the converted scml ready to open with spriter Texmod - Creating of .tex and Viewing it FMOD Studio - Allows to edit audio to make it work with klei games Spriter - Studio for Animating And don't forget about reading ReadMe.txt Newest Version Can be found here https://gitlab.com/CliffW/Klei-Dough-Tools Klei Tools.rar
  4. 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?
  5. I'm trying to amm new construction to the game. It should look like this: But it looks like this: What am I doing wrong? My myprefab.lua is here: require "prefabutil" require "recipe" require "modutil" local assets= { Asset("ANIM", "anim/generator.zip"), Asset("ATLAS", "images/inventoryimages/generator.xml"), Asset("IMAGE", "images/inventoryimages/generator.tex"), } local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddMiniMapEntity() inst.entity:AddNetwork() MakeObstaclePhysics(inst, 1) inst:AddTag("structure") local minimap = inst.entity:AddMiniMapEntity() minimap:SetIcon( "generator.tex" ) inst.AnimState:SetBank("generator") inst.AnimState:SetBuild("generator") inst.AnimState:PlayAnimation("idle_loop", true) if not TheWorld.ismastersim then return inst end STRINGS.CHARACTERS.GENERIC.DESCRIBE.GENERATOR = "It's a custom prefab!" --Examine inst:AddComponent("inspectable") inst:AddComponent("workable") return inst end return Prefab( "common/generator", fn, assets, prefabs), MakePlacer( "common/generator_placer", "generator", "generator", "idle_loop" )
  6. hey hey So I was working on a mod that adds structures into the game. One of them has an idle animation that loops (well 2 of them actually but only 1 isn't working.) The structure that isn't working is called bath in the files, btw. When I run the compiler, I get this bit of text: (please ignore dhmis in the background) For those who hate reading the standard .cmd font, it says: ERROR: Missing image 'shadow.png' referenced by 'bath.scml.' So i checked my spriter file, and the shadow image, yes, is present in the .scml and in the source folder. I tried recompiling it when I had deleted the shadow image in the .scml but still nothing. So if anyone could help, here is my .zipped file: (remember bath is the file that isn't compiling so check exported/bath.scml) [NEW] Furniture Mod.zip So thanks if you can help (or atleast tell me what i've done wrong )
  7. Hi. I have some questions about the program „Spriter” ● To, filaments folders throw graphics ? ● Is the artwork must have the same name as the folder ? ● How to call individual folders that is thrown graphics ? If you want to do in Don't Starve item that just lying on the ground and we can pick it up for equipment is doing so: ( example ) : nitre I make modifications in your folder „exported” and subfolders: ► exported ► anim ► nitre in the "nitre" I put the picture ( png ) with the same name: „nitre" I open the program „Spriter” and choose: ► New Project... ► my mod ► exported ► anim ► nitre then show me the 2 folders: ► entity_000 ► NewAnimation which will replace for: ► nitre ► idle to your "idle" drag image (png), who was added called "nitre" Then I save the project in „scml” when you turn on the game "Don't Starve" object "nitre" looks and works very well I created the character, to which I want to add cottage that would be placed the example on the ground like a tent. House would have only one graphics. Spriter open and do the same as I wrote above, but somewhere I do a mistake, I miss a folder, or graphics as a holiday is not working properly. I tried to add an addition to your "idle" folder "hit" but the house still does not work properly... I would like to add to this house in the future, the smoke that wydobywałby from the chimney. Smoke contain 3 graphics. For a total of 4 images would be: home, smoke1, smoke, smoke3. Where in this case, to throw images with smoke, to which folder ? I beg you, help !