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Found 7 results

  1. Took me a few days, but here it is: Download: custom_animation_template.zip I made this public, so that anybody can make their custom player animation. Yes, you need all of those symbols at once for animation to work properly. I coded a simple custom action, which allows you to test your custom animation with a simple right-click. Since the action doesn't have any facing directions, you need to rotate the camera with Q or E. Have fun.
  2. Hello everyone. I know there are some tutorials that cover this topic, but in my opinion it might seem to be too hard to follow by fresh members of this amazing forum. In fact I have learnt a lot from those ancient manuscripts, so don't get me wrong. I will try to explain you how to create custom crafting tab and custom items (on head, body, hand slots). Template is ready to download in attachment section. I think you will spot differences between original ESCTemplate and my version with items, so it's self explanatory. I have described some stuff inside .lua files, but if something will cause you trouble just let me know in the comments and I will explain it further. I have used already existing armor and hat graphisc, because I am too lazy, but you can do whatever you want. In order to decompile anim from game you can use ktools: ktools: Cross-platform modding tools for Don't Starve 4.4.0 and if you don't understand it yet, check this out: [TUTORIAL] How to use Krane from Ktools Sources Work of the Old Masters -------------------------------- [Tutorial] Using Extended Sample Character Template [Tutorial] Creating a "handslot-equippable-item" from scratch Hat Example 1.0 I hope you will find it useful my dear Newcomers. Of course I forgot to attach template. There you go. Custom items and item tab [tutorial].rar What to do if your game doesn't crash but your custom item is invisible? 1. Make sure that you placed location of .zip file (inside of anim folder) under local assets={} function. 2. Make sure that you saved Spriter project (.scml) as [name_of_your_custom_item].scml and marked .scml file format.
  3. Something I've noticed a lot of people have been struggling with is adding stories for Walter to tell that will be compatible with ones that are already there. Many people replace his story table, which means no other stories will be told other than the ones in that specific mod. In some cases you might want this, say if you're making a joke or a meme mod. However in most cases people want these stories to be told alongside other mods and the vanilla game, so here I will show how you do it properly. In its most basic form, this all will go in your modmain. (The forums hate me when it comes to formatting, so I'll provide a download link as well) This can be used in mods that aren't exclusively for stories as well. Imagine having secrets in your mod that are hinted about by Walter when he tells stories... If someone else's mod isn't compatible and people use it alongside yours, you can still let your stories show up by putting this line at the bottom of your modinfo. priority = -10 What this does is cause your mod to load after other mods by lowering the priority of it. Their mod will have already replaced the story table by the time yours adds stories to it. Hopefully this can help people who want to add stories. I love seeing the lore-friendly ideas other people have, it's fun to read them. modmain.lua
  4. Introduction Hello everyone. I hadn't seen any tutorial dedicated to this topic. At the start I need to state that I am pretty lame in everything associated with modding, so don't expect sophisticated solutions. This tutorial is simple yet effective, I have to agree that it could be better but as I have said, I am just simple man. I have used my old projects to explain you the scheme of your custom follower. Template is based on this: Main Part To make functional follower you need to introduce the follower's: - main script [creature.lua], the corpus of you follower - anchor [anchor.lua], I have called it this way, because it attaches and provides easy summoning of the creature to your DST world - brain [creaturebrain.lua], yep, that's the brain, every action you require from your creature belongs to it - stategraph [SGcreature.lua], this file gives your creature ability to perform any visible action, because it's connected with animations and their realizations Locations Main Folder -> scripts -> prefabs -> [creature.lua] Main Folder -> scripts -> prefabs -> [anchor.lua] Main Folder -> scripts -> brains -> [creaturebrain.lua] Main Folder -> scripts -> stategraphs -> [SGcreature.lua] How to make mine template yours ? That's simple! Follow me this way! At the start, change my names [name.lua] into yours. [taern.lua] That should be your character's name. into local common_postinit = function(inst) goes inst:AddTag("summonerally") Add this tag to prevent summoned creature from attacking your character and vice versa. and local master_postinit = function(inst) goes inst:AddComponent("reader") It will let you read books, which is crucial for this method of summoning follower. [creature.lua] Change name 'creature' into yours follower's name. Using Ctrl+F in Notepad++ as shown in ESCT tutorial by Dragon Wolf Leo. That's your follower's appearance [Main Folder -> exported -> creature] You can call it what you want to, but it must match [name in exported] and all other references in whole mod to work properly. [anchor.lua] Change name 'anchor' into your summoning item. [creaturebrain.lua] I am not sure if changing CreatureBrain name will affect anything but just to be sure you can try. function CreatureBrain:OnStart() local root = PriorityNode( { WhileNode(function() return IsNearLeader(self.inst, KEEP_WORKING_DIST) end, "Leader In Range", PriorityNode({ IfNode(function() return self.inst.prefab == "creature" end, "Is Duelist", PriorityNode({ WhileNode(function() return self.inst.components.combat:GetCooldown() > .5 and ShouldKite(self.inst.components.combat.target, self.inst) end, "Dodge", RunAway(self.inst, { fn = ShouldKite, tags = { "_combat", "_health" }, notags = { "INLIMBO" } }, KITING_DIST, STOP_KITING_DIST)), ChaseAndAttack(self.inst), }, .25)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Chopping", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.CHOP) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Mining", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.MINE) end)), IfNode(function() return self.inst.prefab == "creature" end, "Keep Digging", DoAction(self.inst, function() return FindEntityToWorkAction(self.inst, ACTIONS.DIG, DIG_TAGS) end)), }, .25)), Follow(self.inst, GetLeader, MIN_FOLLOW_DIST, TARGET_FOLLOW_DIST, MAX_FOLLOW_DIST), WhileNode(function() return GetLeader(self.inst) ~= nil end, "Has Leader", FaceEntity(self.inst, GetFaceTargetFn, KeepFaceTargetFn)), }, .25) self.bt = BT(self.inst, root) end Those lines inside of this chunk must match your prefab's name. If it won't match your follower is not going to perform those actions (fighting,mining,chopping,digging) ex. 'Creature' =/= 'creature' and your follower will not dig out objects in this case. [SGcreature.lua] Change name 'creature' into yours follower's name. If you want your creature to be non-humanoid you can play with stategraph to match your animation's frames, but I don't know how to achieve rewarding results. [modmain.lua] PrefabFiles = { "taern", "taern_none", ------------ "creature", } Change name 'creature' into yours follower's name one more. Add this: Assets = { Asset("ATLAS", "images/inventoryimages/anchor.xml"), Asset("IMAGE", "images/inventoryimages/anchor.tex"), Asset("ANIM", "anim/creature.zip"), } This will make your item [anchor] avaible to craft and use. Just remember about CAPITALS. GLOBAL.STRINGS.NAMES.ANCHOR = "Anchor" GLOBAL.STRINGS.RECIPE_DESC.ANCHOR = "Allows you to summon your custom creature into this world." GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.ANCHOR = "Is this a Ouija board ?" local anchor = Ingredient( "anchor", 1 ) anchor.atlas = "images/inventoryimages/anchor.xml" local anchor = AddRecipe("anchor", { Ingredient("feather_crow", 2), Ingredient(GLOBAL.CHARACTER_INGREDIENT.SANITY, 20), Ingredient("goldnugget", 4)}, RECIPETABS.WAR, TECH.NONE, nil, nil, nil, nil, nil, "images/inventoryimages/anchor.xml") You will need to create additional: - [Main Folder -> exported -> anchor] for your item if you want to see it in game. - [Main Folder -> images -> inventoryimages] and place your 64x64 icon of item TEX and XML. Change names in XML too. Appendix So everything beyond 'vanilla' tutorial is added by me to make your life easier. If you have created your first custom character you won't have problems with distinguishing extraordinary files connected with custom follower. I have attached my template just few lines under this block of text. Have fun with your digital friend P.S. I know my english is not perfect, but I think it's pretty understandable. Well if not just write a comment below and I will try to help you the best I can Download the template here -----> Taern - Follower Tutorial.zip
  5. I won't go through the whole process I'm only gonna point out problems and fixes I found on the forum. I will also add links to the threads I found solutions on at the end. I don't know if they work with RoG or vanilla. It's meant for DST. Tutorial made by the original creator as well as the video provided by one of the followers can be found here: Now, onto the problem's and how I fixed the issues. Here's the list of what I will discuss: Character is too small (ECT is made for a small cat character) .zip files in anim folder don't have new character's name after compiling My character isn't a cat, proportions are similiar to Wilson's, what to do? Face/Hair/Body parts in the wrong position in-game Modicon doesn't autocompile into .tex and .xml file (your character's icon doesn't appear as mod in-game) Golden name doesn't appear 1. Character being too small This fix allows you to make the character bigger as well as the other way. Open your mod's folder. For example I'll use my directory, character's name is mongman. In there, go to scripts -> prefabs and open yourcharactername.lua with Notepad++. What we're looking for in there, is this chunk of text below. As you can see, I already added the code. Paste it directly under health/hunger/sanity. 1.3 is a decent, most Wilson-like size. You can of course change it as you like. Save the document, run your autocompiler and test it in-game. inst.Transform:SetScale(1.4, 1.4, 1.4) 2. .zip files in anim folder don't have new character's name after compiling Now this is fairly simple. Make sure ALL of the esctemplate.png/lua/folders are renamed to your character's name. Remember, don't use caps. This happens when you don't change the name of folders found in /exported. 3. My character isn't a cat, proportions are similiar to Wilson's, what to do? I was really bummed when I saw all of the .png's were of a cat. There might be a better way to find Wilson's sprites, but I simply downloaded them from Cheerio's thread: https://forums.kleientertainment.com/forums/topic/37002-easy-character-art-tutorial/?page=0&tab=comments#comment-491446 You can extract it to your desktop and drag the files you want to work on into your mod's folder. 4. Face/Hair/Body parts in the wrong position in-game That one gave me a few headscratches. But it's not that hard to fix. You will need to re-open your DST a few times, so be ready for that. Go to exported -> yourcharactername and open .scml in spriter after autocompiling. I recommend positioning everything as you want to see in-game, saving file (even though they tell you not to) and then focusing on pivots. Pivot is a red dot that appears when you left click on a certain part, for example hair. Assuming your png files are centered (drawing is centered inside the .png file), and that if you copy all of your elements into one .png, they match with size, the only problem that could appear should be position of certain element. Open your game, snip the character from front/side/back and put it up somewhere on the screen, so you can have a look on what's wrong. My character had his face and hair a bit off: Here, you need to remember WHERE is the piece off. Right, up, down, left? In here, his face is too far RIGHT and too far UP, it's important. In your spriter, to position the f.e. face, you need to drag the red dot OPPOSITE of WHERE YOU WANT IT TO BE. If my character's face was RIGHT/UP, that's how I move the red dot so the face moves LEFT/DOWN. Right click on the dot after you're done and overwrite defeault pivot. Check in-game, repeat if needed. There might be a situation where only ONE piece of f.e. face moves. Sadly, I don't know other way than manually overwriting defeault pivots on all of the elements. You don't have to click on the character anymore, just go to your right, where folders are and copy x and y of the fixed pivot, double left click on the element's preview and change them. 5. Modicon doesn't autocompile into .tex and .xml file (your character's icon doesn't appear as mod in-game) Delete modicon.tex and modicon.xml Open TEXCreator.exe from your tools folder (link to download is provided in ECT tutorial) Add modicon.png from your mod's folder Insert Output Directory, same as modicon.png Convert it Create new .XML file (or copy any of the .xml found in mod's folder then delete scripts inside if you have no idea how) Paste this code and change ICON.tex to modicon.tex, save it <Atlas><Texture filename="ICON.tex" /><Elements><Element name="ICON.tex" u1="0.001953125" u2="0.998046875" v1="0.001953125" v2="0.998046875" /></Elements></Atlas> Open modinfo.lua with Notepad++ and find those lines, then insert the code: icon_atlas = "modicon.xml" icon = "modicon.tex" Next time you will want to edit your modicon.png, you will have to repeat all the steps above. 6. Golden name doesn't appear I don't have to add much here, what you need to do is written in images/notes (updated v1.2.4). Added it in here, in case someone is as dumb as me and doesn't see notes left by the creator. Helpful tips: Make sure 5 times you renamed every folder/file to your characters name Follow every step from tutorial slowly Check in-game if everything works after you change anything/save anything, you'll thank me later If you checked, and it works fine, MAKE A COPY OF THE MOD FOLDER, save it somewhere on the desktop (you might want to use it when something goes wrong) Make some tea and relax, you can do it! ♥ Links: https://forums.kleientertainment.com/forums/topic/32567-changing-a-characters-size/ https://forums.kleientertainment.com/forums/topic/87327-how-to-make-the-name_character-appear-on-select-screen/ https://forums.kleientertainment.com/forums/topic/74527-how-to-rearrange-mod-body-parts/ https://forums.kleientertainment.com/forums/topic/57800-how-to-add-mod-icon/
  6. Version 2.1

    1093 downloads

    This is a new version of Original by EmielRegis (the original download includes discs). "Hello all. I want to describe you my first mod. "Jukebox" simply plays music (yes! lol) that's on inserted disc. I made it becouse I wanted something to kill time during night, when I usually just making circles around firepit" -EmielRegis To play music, you need to install and enable disc mods. Those mods are seperate from the jukebox mod, the respective author is responsible for each disc of his or her. NOTICE: YOU CAN MAKE YOUR OWN DISCS USING THE VINYL_TEMPLATE. The jukebox introduces its own crafting tab. After making a jukebox, plant it down and insert a disc. You can toggle the volume while open and right-click the jukebox to turn it on or off. I am looking into some kind of portable mode. Please report any bugs that may occur.
  7. Hello everyone! My name is Fidooop, and I'm here to show you how to make a nice lovely DST big portrait base! First you'll want the big portrait template: CREDIT TO THIS THREAD: http://forums.kleientertainment.com/topic/48968-dont-starve-together-mod-character-select-bigportrait-backgrounds/ (scroll to Kzisor's post for the 4 different versions WITH a slight glow on them!) Then you'll want the template for the letters: HUGE CREDIT to my friend Erik Debawse! (Known on the forums as DudeDude... I think...) He and I had the idea to do this to make it a million times easier and he threw together all the letters! (Because he's a million times better with art/image editing than I am.) Now for the tutorial half of this post! Your first step will be to copy each of the letters of your character's name and paste them into a new TRANSPARENT image as different layers. (For step two to be easier on you.) EXAMPLE: (I kinda... Cheated and grabbed the Q for the 3rd O and just erased the tail...) Step two is to grab your deform tool. (Most image editing programs have it.) Deform, resize, rotate, move up/down etc. each of the letters to get a nice randomly placed un-even font size to get that ransom letter look! EXAMPLE: Now for step three! merge the layers together, copy the image, and paste as a new layer. Take said layer, put it underneath the first, move it in position for a "shadow", and make it ever so slightly larger! (With the deform tool) EXAMPLE: Step four is here! Your next step is to color the background layer of letters black. But how do you do it? Well my solution was to use the select tool, select the name, grab the fill in bucket tool, make sure I'm using black, and fill in each of the letters! But you can do it your own way if you feel it's better or faster. EXAMPLE: Now let's do step five. What we want to do is blur the background layer. (Most image editing software can accomplish this you just have to find out where the option is located.) Then go ahead and crop the image and merge the layers once more! (Make sure it's still transparent with no background when you finish!) EXAMPLE: Finally, we are here... The final step! Copy your newly created name and paste it as a new layer on the big portrait template. Next, use the deform tool and place it in what you think is the perfect spot! (You may have to squish it a little.) EXAMPLE: From this point on it's just placing your character's image over the top of both the template and the name in order for it to match the style of the other big portraits! (Make sure you get that nice lovely paper cut out effect by making a new layer underneath and putting grey around the edges!) EXAMPLE OF PAPER CUT OUT: Darkiplier big portrait art by Psychohog! http://xpsychohogx.tumblr.com/ We really do wish there was a template for numbers! (0-9) Because... yknow... There are mod characters that use numbers in their names... If someone makes a number template for this I'll throw it in here and give you credit though! Want this tutorial all wrapped up in a nice little zip for you? Here ya go! DST BIG PORTRAIT TEMPLATE TURORIAL.zip Thanks to anyone to uses this! I hope your big portraits come out perfectly! ^-^ By following these steps look at what I was able to create! (I DID NOT MAKE THE ART! I merely ported it to DST versions!) Wilford was drawn by monodes http://monodes.tumblr.com/ Muyskerm was drawn by Psychohog http://xpsychohogx.tumblr.com/ Markiplier was drawn by The Letter W http://theletterwsartflap.tumblr.com/