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This API is used for adding inventory images with one simple function! It's compatible with mini signs, crafts, ingredients and shelves. Compatible with all DLCs. The API usage can be found in the Github Repository. I'm pointing to GitHub so that usage is always up to date. Happy Modding!
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Version 0.2.0.2
160 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. -
Version 1.4.1
81593 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.- 71 comments
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- texture tool
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I've had my fair share of fights with spriter, compiler and everything involving mod tools, perhaps I'm just making excuses to fight them but this time I have been running into an issue which might be oversight, or might be something else. I know some animation in spriter, i've done so to make custom idles etc. I noticed the axe has an animation when you swing it on trees, checked its stategraph and i don't see anything where it tells it to swap the sprite, I have made my own animation for custom weapons [a gun], problem is; swap_object doesn't change to the next in the animation as intended, stead of going from swap_object-0 to swap_object-1, it remains at swap_object-0. I realized that when i decompile an ax, and mod it back, it also loses its animation frames. Is there something I'm missing here? should i be adding the animation within the object swap build? or is just the compiler that hates animations? thank you for reading by the way. I'm just, very confused. If there is no way around it, i'll have to improvise
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What is this? This is a customization tool (windows 32bit standalone application) for the mod Super Wall. (mod link) Use it to create wall sets for the "super wall fast build tool" and place a set of walls with just one click in game. How to use it? Double click SuperWallMaker.exe to launch the app! Your design can be saved into ".swmdata" files temperarily. Generate LUA codes and put them into "superwall_custom.lua" to use them in game! If you don't know how to use it, click "Help" after the app launched. ==========================Change log========================== 1.18: Ancient Wall and Hedges are added! 1.17: Now you can double click swmdata file to open it with the tool. Park fence and gate(from the Gorge) are added! Download this tool: SuperWallMaker1.8.zip Example files: hedges.swmdata (double click it and open with SuperWallMaker.exe) superwall_custom.lua (put it into the root folder of DS or DST, e.g. "\Steam\steamapps\common\Don't Starve Together")
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ztools is an all in one cross platform converter, currently capable of converting: Images to tex, tex to png, atlas to pngs, images to atlas. Support is planned for scml to animation and animation to scml. To read how to use this tool view the README, windows users can download this tool by going to the LATEST RELEASE and download the top file called "ztools.zip". Unfortunately, I lack the means to compile the mac and linux versions so mac and linux users will have to build the tool from the SOURCE(The readme explains how to do so) ztools is the first tool capable of extracting assets from an atlas at the original resolution the assets were built with, so assets extracted with this won't be weird dimensions like 63x63 anymore. Additionally, ztools is capable of renaming strings inside anim.bin's and build.bin's allowing you modify symbol names and such without recompiling the whole animation.
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This generator could generate character mod basis from a template. Maybe it's not powerful, but it saves your time on boring things: changing Character names in these Lua script files. screenshot: (didn't globalization now, if you guys need, I can working on that.) (translation form up to down: Templates List; Select template by input template number; Target Folder; character name) By input these, you will get a folder contains basic character mod file including basic scripts; simple bigportrait for code testing before you get any better anim/bigportait Let me show these simple artwork If you like, you can also rename this animation for temporary usage like testing code or just publish your character with this very very simple and funny animation there are also other artworks in /images(simple too) Downloads here cp_ren.zip Download Form Github 盘.百毒.坑 提取码: wutp Oh, by the way, this is also a part of DSTEd v2 Project Wizard, We are working on it
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The AutoPNG is an open source converter that automatically converts PNG files to TEX files, Use KTEXlib(open source),this tool works almost same as autocompiler, but now it can only converts png files to tex files. By using Multithreading Technology, It can convert more than one files at the same time. (About 1s, condition: CPU:AMD A12-9800K , 12 PNG files, Avg. size: 128x128) Screenshot: Usage: The Easiest way: Double Click and wait for it. manual way: drag it into the "mods" folder, shift + right click , click "Open Command Prompt window here" type autopng_win32 t into CONSOLE. Linux users: download ktexlib_dynamic modify MAIN.cpp compile it Source Code(C++ 17): AutoPNG_win32(GitHub) Downloads(bundled with MyPNG): GitHub 中文时间: AutoPNG开源,不要钱 这玩意能把png图片转换成游戏内的tex纹理 截图 根据CPU核心数量计算转换线程数量,因为多开转换器线程,可能会比官方的autocompiler快一点 测试条件:A12-9800K,64位win10,13个PNG文件(平均128x128) 用法: steam正版:双击打开autopng_win32.exe D版/双击没用:拖进mods文件夹,shift+右键,点“在此处打开命令行窗口”,然后在命令行窗口输入 "autopng_win32 t"(不带双引号) Linux玩家:你都用Linux了,就自己下载依赖项编译吧 源代码(C++17,Visual Studio 2019的项目):AutoPNG_win32(GitHub) 下载地址(送一个mypng): 百度网盘 提取码: ddtv GitHub 拿了记得顶帖 Bug report here 二楼报告bug Release_x64.zip
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An open source console Tool, converts PNG file to Klei Tex file, Written in C++ 17 I had complied x64 version only. You can compile it's Source code to get it too. usage : mypng <PNG file> <output Tex file(optional)> Screenshot: Source Code: GitHub Downloads: 百度网盘(BaiduNetDisk) GitHub Forum Download
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tool Don't Starve TEX Atlas Editor
Jespercal posted a topic in [Don't Starve Together] Mods and Tools
Hello people of the Klei Forum, I've created a tool that I (for right now) call Don't Starve Atlas Generator or DSXMLGENERATOR. I have been using this tool for a while now and I've decided to upload it, so more people can benefit from it. This is my first published software. I developed this, because I thought there had to be an easier way to edit and/or make atlas of tex. files, but couldn't find any software anywhere. If you decide to try it, I would love to hear any feedback regarding it, especially if you encounter any errors/bugs. Edit: For the cautious and sceptic people out there, here's a virus scan of the file. https://www.virustotal.com/#/file/858473928deef8d1f3b65dc4c2541a8803916c9abda092cd27989f7d2b8c0e03/detection Download DSXMLGenerator.rar -
Hello there ^_^ Recently I've made a small tool to keep my DST Dedicated Server afloat - even with tons of mod potentially causing crashes. Here's GitLab repo link: https://gitlab.com/hekkaryk/dst-hk-server-manager/wikis/home Language: C# Type: console application, fire-and-forget Platforms: Windows only Short how-to: Download and install SteamCMD (preferably in C:\steamcmd\ if you don't want to manually tweak configuration later). If you'll skip this step program will not download DST:DS updates. Create a dedicated server within default DST clusters directory (%USERPROFILE%\Documents\Klei\DoNotStarveTogether). Select a directory to use and unpack app there. Review configuration at the botton of guide - if it's different than yours, create settings.json file in previous folder and fill it with proper values. Launch app - console output will report status. Application window does not accept input; close it with CTRL+C, ALT+F4 or close button when you'll want it to stop working. settings.json with default values: { "mode": "safe", "pathSteamCMD": "C:\\steamcmd\\", "pathDST_DS": "C:\\Program Files (x86)\\Steam\\steamapps\\common\\Don't Starve Together Dedicated Server\\bin\\", "cluster": "Cluster_1", "fileNameMasterEXE": "master_worker.exe", "fileNameCavesEXE": "caves_worker.exe" } Setting mode to "unsafe" will allow to delete then update previously created master_worker.exe and caves_worker.exe - it might be required for DST:DS update (or not - idk). This two files are copies of dontstarve_dedicated_server_nullrenderer.exe made to allow app to distinguish between shard processes. I'm going to attach an archive with zipped program - feel free to review code/complite it yourself if you prefer to stay on the safe side. Actually - I advise you to compile source from this commit: https://gitlab.com/hekkaryk/dst-hk-server-manager/commit/9167dc70df317b23a826ad149d49f1f46af13675 - this is the only way I could be sure that nobody replaced my executable with something nasty. You can do it using free version of Visual Studio 2017 - see Microsoft pages. Release.zip
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So, we're trying to make a tool for the player to use, that, when it hits 0% durability, instead of breaking, will go in the player inventory and stay there, unusable until it gets repaired. I'm aware that we'd need to add a repair action, but we're struggling to actually work out how to make this happen. I did find an old thread with some code from w00tydood, but it didn't actually work. Could use a hand here on figuring out how to make this work.
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EDIT: nevermind! I figured out what was wrong! A) The reason the krane output was bugged is because some of the textures were used for more than one frame and it didn't realize this so it exported them with weird names and the build didn't reuse anything. I was able to fix this by duplicating some frames in the scml in notepad++. (I ended up duplicating the textures instead later, just for future uses) B) The BUILD animation in the scml has to have only a single frame in order for the anim to not override the normal ingame anim. Once I fixed that it started using the frames properly. (it was also possible to just delete anim.bin from the zip file that was output but having to do that every time I recompiled would be tedious.) Since it doesn't seem like there's any other resources for this problem, I'll be posting a template axe for future modders who have trouble with this once I'm done working on it. ORIGINAL POST: I'm trying to make a custom axe. I followed the "handslot item from scratch" tutorial and it worked pretty well for my spear, but it doesn't explain how to do anything that has more than one frame in its movements. I tried decompiling the axe build into an scml project with krane to look at it, and while it did get the symbols out, the output seemed to be pretty buggy in terms of build data. When I tried copying the data from that (pivot points etc) from that into the custom build to see if it worked, it did animate but they were in the wrong order and not all the frames were showing properly. I haven't been able to find any templates for axes, I'm not personally aware of any mods that add axes with custom graphics, and I've only see one other question about this problem which went unanswered. So basically I'm wondering whether anyone could tell me how to get a custom axe that actually looks right. (I've attached the swap anim so people can look at it. It's using the normal axe frames right now, I wanna get the anim to work before I start making the textures)
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Playing with the idea of a shovel that has a random chance to unearth different gems and stones, maybe up to 3, when used. Would this be possible? I was thinking a chance table like this, but I dunno how to implement it so it's called when you dig. local function MakeLoot(inst) local possible_loot = { {chance = 0.2, item = "rocks"}, {chance = 0.1, item = "flint"}, {chance = 0.1, item = "boneshard"}, {chance = 0.05, item = "nitre"}, {chance = 0.04, item = "goldnugget"}, {chance = 0.03, item = "moonrocknugget"}, {chance = 0.03, item = "marble"}, {chance = 0.02, item = "bluegem"}, {chance = 0.02, item = "redgem"}, {chance = 0.02, item = "orangegem"}, {chance = 0.02, item = "greengem"}, {chance = 0.01, item = "purplegem"}, {chance = 0.01, item = "yellowgem"}, {chance = 0.01, item = "thulecite"}, }
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Version 2.2
215 downloads
This mod forces Don't Starve Together to run in offline mode. When clicking on the Play button on the mainscreen, no popup is shown and the game goes right into the main menu under offline mode, that is, only being able to see, join and host LAN servers. The is primarily meant as a tool for other modders, wishing to reduce iteration times when mod testing. -
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!!
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You are not alone, the remnants or corps of another in the night..... Spooky....
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- calculator
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-this message has been removed- Software can be downloaded on Torasko.com.
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Day 87: Today I embark on the last great expedition. My mission is to uncover the rest of this island to which I am confined, and explore it in its entirety, or find a way to escape. Day 88: I spent the entirety of today traveling through lands already known to me. I spent the night in a bog, of all places, huddled on a little platform of stone in the middle; out of reach from those nasty tentacles which erupt from the ground and try to eviscerate me on occasion. I've been using one of their spikes as a rather effective, if not crude weapon. Speaking of which, today I witnessed a pack of giant spiders fighting one of them. It did not end well for the spiders, but I felt they had sufficiently weakened the creature, so I attacked. As it turns out, I was correct, and I was rewarded with quite a bit of meat and spider silk, both of which have proven useful in multiple applications in my time here. Day 89: This is it. The end of the island. There is no more land now other than what I have scrawled out before me into a map. There is no escape. I have no choice but to return to the small base-camp that I left behind two days ago. In my haste to discover the boundaries of this strange land, I neglected to explore some of the interior areas of my new world. I will go through them on the return trip, which begins tomorrow. For now, I must try to sleep while surrounded by loudly snoring buffalo-like creatures. At least they aren't trying to kill me. Day 90: I found a large graveyard today. Having success in the past, looting the graves of previous inhabitants of the island, I've made a note to return here. For now, I have not the room in my rucksack for all the treasures buried within. I wonder if these are the graves of previous survivors like myself, dropped into this strange and unforgiving landscape. Will one of these graves be my final resting place? Is my tomb to be looted for the benefit of the next survivor? But enough answerless questions. Today I also discovered one of the most magnificent creatures I have seen to date. It appeared to be a sort of bird, with one large bulging eyeball and legs at least two stories high. Not surprisingly, it tried to kill me. But I let it live and managed to evade its gaze. Its nest had a rather large egg in it, and I feel that this creature may be beneficial to my survival if left alive. Strangely, it seems to be the only one of its kind on the entire island. I wonder why there are not more. I've set up camp in the bog again, at the same place I camped on day 88. Day 91: Home. At least what I now know as home. I sit next to a fire, writing in this papyrus diary, surrounded by a small stretch of farmland and the many contraptions I have made to facilitate my survival. The fruits of my efforts in the last three months. I am saddened by my failure to find a means of escape, but I feel strangely at peace. Tomorrow, I suppose, there is nothing left to do but keep surviving. It's all I can do. I suppose there are worse things. [END] In case you are having trouble with the moral of this little story, here it is; My world contains only one tallbird. One. One tallbird, and one tallbird nest. So much for my dreams of a smallbird army. EDIT: I could have swore I was posting this in the art/lore section. Whoops. If someone could move it there, as I can't seem to delete it on my own, that would be great.
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Equip teleporter, click on a place on the map you've already been and get teleported there. This tool would really help my playstyle and i'm sure it help out a lot of other people too.