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Don't Starve


Don't Starve Together

Found 7 results

  1. Version 1.4.1

    79555 downloads

    These are some super simple tools I made for Don't Starve years ago, recently updated and re-uploaded myself seeing how popular they were. I still believe you should use the official tools for texture creation, but for simply viewing and exploring assets this tool should work great for you. Source code and latest releases are always available on GitHub.
  2. Version 0.2.0.2

    91 downloads

    Stexatlaser (Stex) Stexatlaser (stex-atlaser, a play on 'spectacular'), or simply Stex, is a simple tool for generating a (Klei) TEX format atlas and its key from a simple folder structure with no external dependencies required. It uses an implementation of the MaxRects algorithm to efficiently pack each input element image into a larger atlas image, with as little wasted space as possible. Some empty space is inevitable given that atlases must have power-of-two dimensions. It can also reverse the process and extract element images from an atlas using its key. Usage Stex uses the following syntax scheme: stex <global options> [command] <command options> The order of switches within each options section does not matter. Basic Usage Creating an Atlas To create an atlas/key, start by setting up an input folder with the following structure: .atlas_name |-- element1_name.png |-- element2_name.png |-- element3_name.png |-- ... The available input formats can vary between systems, but most common formats are supported. See All Commands/Options (on GitHub) for more information. As implied by the above, the folder name will be used as the atlas/key name, and the file names (with the extension ".tex", see Additional Information on GitHub) of each image will be used as their respective element names. All sub-folders and other files will be ignored. Then run Stex with the pack command: stex pack -i "X:\Path\To\Input\Directory" -o "X:\Path\To\Output\Directory" When finished, the resultant atlas.tex and key.xml files will be placed in the specified output directory. You can then refer to each element by its name in LUA without concerning yourself where they actually were placed within the atlas. If you want to see the element arrangement, try viewing the output with a TEX viewer. Extracting an Atlas To extract an atlas, run Stex with the unpack command: stex unpack -i "X:\Path\To\Input\key.xml" -o "X:\Path\To\Output\Directory" The key's corresponding atlas, which must be located alongside it, will be read automatically using the name specified within the key. When finished, a subfolder with the name of the atlas will be created within the specified output directory that contains each individual element as a separate image. This results in the same structure used as input when packing an atlas. Example When packed, a folder of images that looks like this: Will produce the files "test.tex" and "test.xml", which will look like: test.tex (in a TEX capable viewer) test.xml <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Atlas> <Texture filename="test.tex"/> <Elements> <Element name="ear-0" u1="0.4375" u2="0.478027" v1="0.329102" v2="0.391113"/> <Element name="ear-0 - Copy" u1="0.472656" u2="0.513184" v1="0.266113" v2="0.328125"/> <Element name="ear-1" u1="0.372559" u2="0.40918" v1="0.941406" v2="0.999512"/> <Element name="ear-1 - Copy" u1="0.372559" u2="0.40918" v1="0.882324" v2="0.94043"/> <Element name="eye-0" u1="0.949707" u2="0.996094" v1="0.622559" v2="0.670898"/> <Element name="eye-0 - Copy" u1="0.413574" u2="0.459961" v1="0.580566" v2="0.628906"/> <Element name="eye-1" u1="0.198242" u2="0.244629" v1="0.173828" v2="0.216309"/> <Element name="eye-1 - Copy" u1="0.245605" u2="0.291992" v1="0.173828" v2="0.216309"/> <Element name="eye-2" u1="0.505859" u2="0.554199" v1="0.831055" v2="0.865723"/> ... (etc) Special Feature Stex has a mechanism for recording if atlases it creates are using pre-multiplied alpha so that it can be handled automatically when unpacking. See GitHub. View on GitHub for more info: https://github.com/oblivioncth/Stexatlaser If you believe you've found a bug, please file an issue there instead of just mentioning it here. Discussion otherwise is fine.
  3. Hey there! My character's face and head are all off center in the game, and I was wondering if anyone could help fix it?d
  4. i take a pause of this mod and forget about this problem, everything is okay but his back hair is glitchy, i change the texture and move it but nothing
  5. I want to make some visual changes to the little baby moslings. To try to figure out how to do this, I just tried to make a quick change to the rabbit. Here's what I did (disclaimer: I know that directly editing the default data files is wrong, but I just did this for a quick test. I will create a proper mod once I figure out how to edit the textures correctly): Using Matt's TEXTool, I opened Steam\steamapps\common\Don't Starve Together\data\anim\rabbit_build.zip\atlas-0.tex and saved it as a PNG on my hard drive. Using Paint.NET, I opened the PNG, used the magic wand selector to select every part of the images that had the rabbit fur color, tinted it green, and saved the PNG. Using Matt's TEXCreator, I opened the PNG, used the default format options (Pixel Format: DXT5, Texture Type: 2D, Mipmap Resize Filter: Default, Generate mipmaps checked, Pre-multiply Alpha checked), and converted it to TEX. I copied the new atlas-0.tex into Steam\steamapps\common\Don't Starve Together\data\anim\rabbit_build.zip I started up DST, generated a new world, and used c_spawn("rabbit") to spawn a rabbit, and it worked! So I thought, "cool, I know how to make this work for the moslings now." I tried the exact same process as above, except replace "rabbit_build.zip" with "mossling_build.zip". I started up the game and spawned a mosling using the command c_spawn("mossling"). But, frustratingly, it did not work. The mossling was completely invisible. Nothing but a shadow on the ground. So, there's got to be more to this than I thought. Does anyone know what would cause it to be invisible? Or what I'm doing wrong with in this process? Is there some other way that I can make visual only modifications to existing prefabs? I don't know how to do animations, so I didn't want to have to load up spriter and try to figure out how to animate this thing. I could never do as good as job as the folks at Klei, I just want to tweak it a bit. It would be fantastic if there was a way that I could just edit the texture and keep the animations and the build and everything else.
  6. Hello, so I have a question. So you see, I want to make my character have texture animations like for one example glowing eyes so I had a idea of making it that my character switches between different texture builds every second, now my question is would this cause massive lag making my character change textures every second ? I really hope not ... Thanks for reading/helping !
  7. Just a note: This is, in now way, shape or form, tehMugwump. Serious forum glitch that says I started this thread, but I dinn't... Hey you starving children! It doesn't seem like there's a big masterpost for cosplay yet so I FEEL THE DESIRE TO START ONE... MAINLY BECAUSE I JUST TOOK SOME PICS OF MY COSPLAY BUT HEY. SO! If you've ever cosplayed from the great canon that is Don't Starve FEEL FREE TO SUBMIT YOUR PHOTOS HERE!! It'd be great to have a gallery of photos here don't you think??? 8) I also think it'd be cool to have discussion on how to make certain props, work in progress pieces, etc! I'd really just love to see this fandom take off and have a few cosplayers at cons to REPRESENT B) holla I've seen a few cosplays out there already and have compiled some photos SO I'LL POST THEM HERE and leave credit where credit is due, of course On that note~ there's mine! BUT PLEASE POST SOME OF YOUR OWN! And ask questions and work on things and be beautiful!!! uvu i may post some work in progress shots of mine later BUT YEAH!!