maff271 Posted December 21, 2014 Share Posted December 21, 2014 (edited) Well i managed to make it not crash anymore. I've started to edit the images in the exported folder, but it doesn't seem to have any effect in game or in the spriter. i tried autocompiling it and everything but the new images won't show.Edit: silly me forgot to compile it in single player, I do need to do this for every change to show for some reason despite the guide saying I don't need to Edited December 21, 2014 by maff271 Link to comment Share on other sites More sharing options...
RxDeath Posted December 21, 2014 Share Posted December 21, 2014 Hello, I've been needing help with this template with adding certain things. If you can help me here is the web page for it. http://forums.kleientertainment.com/topic/47208-dstneeding-help-with-my-custom-character/#entry590590 Thanks! Link to comment Share on other sites More sharing options...
WalrusMan Posted December 21, 2014 Share Posted December 21, 2014 I think I love you... Link to comment Share on other sites More sharing options...
WalrusMan Posted December 21, 2014 Share Posted December 21, 2014 (edited) @Dleowolf When I tried to start the game, it showed the whole mod notification thing and I clicked "I Understand" and thegame crashes with "dontstarve_steam.exe has stopped working"I only changed all the names and some speech. What do I do? ;-;Nevermind Edited December 22, 2014 by WalrusMan Link to comment Share on other sites More sharing options...
maff271 Posted December 21, 2014 Share Posted December 21, 2014 Now I have it working a with no crashes, I should have the art done soon. Anyone know where I can find tutorials on the perks for my character? I'm thinking of making another robot and want to know how to code upgrades like Wx-78 but with different items and effects. Thanks! Link to comment Share on other sites More sharing options...
Myxomop Posted December 22, 2014 Share Posted December 22, 2014 Pls help whats wrong with my character? Game crashing with it!https://yadi.sk/d/GM2b5jgCdYUEC here is download link Link to comment Share on other sites More sharing options...
Lolabuns Posted December 23, 2014 Share Posted December 23, 2014 Any idea why this is happening?I was pretty sure that everything looked right, and it all worked right until I tried to select her and play. Link to comment Share on other sites More sharing options...
Dragon Wolf Leo Posted December 23, 2014 Author Share Posted December 23, 2014 Any idea why this is happening?I was pretty sure that everything looked right, and it all worked right until I tried to select her and play. It might be capitalization. It should be like this: esctemplate to yourcharacter, ESCTEMPLATE to YOURCHARACTER. Link to comment Share on other sites More sharing options...
Lolabuns Posted December 23, 2014 Share Posted December 23, 2014 I can send my files. I made sure every capitalization was the same way the esctemplate was typed. Every time it was capital, I capslocked it, and every time it was lowercase, I made sure not to capitalize the first letter. I figured it would be capitalization too, and went back through and checked everything. I fixed one or two caps errors, but the same problem persists. Should I post my files?By the way, aside from my idiocy and not-knowing-how-to-do-things-correctly-ness, Thank you very much for your walkthrough/tutorial. It might be something small to you, but it's really appreciated on my end. So thank you, again, and thank you in advance for any help you can offer me to get this all sorted out. Link to comment Share on other sites More sharing options...
Lolabuns Posted December 23, 2014 Share Posted December 23, 2014 I think I figured it out now! I got it to load up. Hopefully nothing else goes wrong. I'm pretty clumsy with coding. I suck. Link to comment Share on other sites More sharing options...
Lolabuns Posted December 24, 2014 Share Posted December 24, 2014 Now I'm just stuck with my bigportrait and my character selection image being way off for some reason. I used the same template that was provided to make them, so it can't be a size/dimension issue-- and I did the tex tool thing so that they show up in game. They're just off center and cropped looking. Dunno how to fix that. Link to comment Share on other sites More sharing options...
DegradedScroll Posted December 24, 2014 Share Posted December 24, 2014 Whenever I start Don't Starve together and I try to activate my mod, it says "Crashed" and when I try to activate it from the same menu and exit out of the mods selection screen and go back in, it says "To be Disabled"? Link to comment Share on other sites More sharing options...
WalrusMan Posted December 24, 2014 Share Posted December 24, 2014 How do I change it so my character is invulnerable to the cold? Link to comment Share on other sites More sharing options...
DragonDePlatino Posted December 24, 2014 Share Posted December 24, 2014 (edited) @WalrusMan Sorry, not to be a backseat moderator, but this topic's meant to help people use the Extended Sample Character. If you have a scripting-related question, you should post it over in the Mods and Tools forum. Edited December 24, 2014 by DragonDePlatino Link to comment Share on other sites More sharing options...
Lolabuns Posted December 25, 2014 Share Posted December 25, 2014 (edited) Did my best to fix it, and I just can't get the pictures to work. This is what it looks like. Any idea why it's doing this, even though I used the same template provided, and exported it with the same tex tool suggested? Do I need to resize the pictures to be smaller? I don't know how else I'd go about fixing this. I finally fixed her images, not fully, but close enough.Other than that, I'm pretty sure my mod is ready, other than maybe someday a custom animation finding out how to give her Willow's animations and lighter, and a full rewrite of her script. Edited December 25, 2014 by Lolabuns Link to comment Share on other sites More sharing options...
Dragon Wolf Leo Posted December 25, 2014 Author Share Posted December 25, 2014 Did my best to fix it, and I just can't get the pictures to work. This is what it looks like. Any idea why it's doing this, even though I used the same template provided, and exported it with the same tex tool suggested? Do I need to resize the pictures to be smaller? I don't know how else I'd go about fixing this. Other than that, I'm pretty sure my mod is ready, other than maybe someday a custom animation, and a full rewrite of her script. I have not suggested exporting images other than the mod icon to be exported with TEXTool. Textures in the bigportraits and images folders are usually exported by the autocompiler. 1 Link to comment Share on other sites More sharing options...
Lolabuns Posted December 25, 2014 Share Posted December 25, 2014 I'm just an idiot, it seems. I figured it out how to fix it somewhat after a few attempts.Now, I'm just stuck on trying to figure out how to give her Willow's animations/prefab, and her lighter. Link to comment Share on other sites More sharing options...
Lolabuns Posted December 25, 2014 Share Posted December 25, 2014 I messed up the prefab. No idea what is wrong, but I just want her to basically be a copy of Willow's playstyle. Her lighter, her nervous pyro habits, etc. I must be really stupid. It seems like everyone else knows exactly how to do all of this, and I'm over here like "wait where does this go"I don't know if you could help, but here's my coding just in case you can: local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "SOUND", "sound/sfx.fsb" ), Asset( "SOUND", "sound/willow.fsb" ), Asset( "ANIM", "anim/lola.zip" ), Asset( "ANIM", "anim/ghost_lola_build.zip" ),}local prefabs = { "willowfire", "lighter",}local start_inv = {"lighter",-- Custom starting items} -- This initializes for both clients and the hostlocal common_postinit = function(inst) -- choose which sounds this character will playinst.soundsname = "wendy" -- Minimap iconinst.MiniMapEntity:SetIcon( "lola.tex" )end local function sanityfn(inst)local x,y,z = inst.Transform:GetWorldPosition() local delta = 0local max_rad = 10local ents = TheSim:FindEntities(x,y,z, max_rad, {"fire"}) for k,v in pairs(ents) do if v.components.burnable and v.components.burnable.burning then local sz = TUNING.SANITYAURA_TINY local rad = v.components.burnable:GetLargestLightRadius() or 1 sz = sz * ( math.min(max_rad, rad) / max_rad )local distsq = inst:GetDistanceSqToInst(v)delta = delta + sz/math.max(1, distsq) end end return deltaend -- This initializes for the host onlylocal master_postinit = function(inst)-- Stats inst.components.health:SetMaxHealth(150)inst.components.hunger:SetMax(150)inst.components.sanity:SetMax(200)inst:AddComponent("firebug")inst.components.firebug.prefab = "willowfire"inst.components.health.fire_damage_scale = 0inst.components.sanity:SetMax(TUNING.LOLA_SANITY) inst.components.sanity.custom_rate_fn = sanityfnend return MakePlayerCharacter("lola", prefabs, assets, common_postinit, master_postinit, start_inv) Link to comment Share on other sites More sharing options...
Dragon Wolf Leo Posted December 25, 2014 Author Share Posted December 25, 2014 I messed up the prefab. No idea what is wrong, but I just want her to basically be a copy of Willow's playstyle. Her lighter, her nervous pyro habits, etc. I must be really stupid. It seems like everyone else knows exactly how to do all of this, and I'm over here like "wait where does this go"I don't know if you could help, but here's my coding just in case you can: I'm assuming TUNING.LOLA_SANITY is not declared. Also, there's already a line that sets max sanity a few lines up. 1 Link to comment Share on other sites More sharing options...
Lolabuns Posted December 26, 2014 Share Posted December 26, 2014 It fixed, I think, so I decided to upload her for now, as is, onto the workshop. Hopefully someday, I'll figure out how to make her a few "follower" kittens that can help her in various ways-- but until then, she's just a Willow copy with different art.Thank you so much for your tutorial. Without you, I wouldn't be able to make this mod to play as, with my fiance. Link to comment Share on other sites More sharing options...
Spotteh Posted December 26, 2014 Share Posted December 26, 2014 Yo Dleo, leme start by saying that you are a real hero and a real human bean! Thanks a lot for your tutorial and your hard work on the sample mod! Now for my question! I am trying to bring a chocobo custom charecter to DST and I have gotten to the art phase of the process, and I could not help but notice that you implemented a tail in the charecter, as well as ears! This is hugely cool because chocobos have tails and ear-like crest feathers! Picture time!As you can see, in the frontal and the profile pics, Wark the chocobo has a series of crest feathers on her head, a pair of cheek feathers, and a five pointed feathery tail; better seen in this back photo:Sorry the sketches don't sync up super well, they were all free hand on my tablet. But as you can see, it probably would make use of the tail, ear, and hair layers of your custom character, but my understanding is that it will have to modify the connection points, right? Now, I have never made a mod ever before, and I started work on your tutorial about 8 hours ago, spending most of that 8 hours working on the speech file! I haven't the faintest on how to go about moving the sockets! Do you have a tutorial on how to do this? I know I have a few more questions I really don't know how to ask yet, but this is the one that titillates me the most, because previously the crest was going to be dinky tiny and on the torso layer (like the guy who made the chica fnaf character.) I hope you can help a bird out, man! Link to comment Share on other sites More sharing options...
Dragon Wolf Leo Posted December 28, 2014 Author Share Posted December 28, 2014 Yo Dleo, leme start by saying that you are a real hero and a real human bean! Thanks a lot for your tutorial and your hard work on the sample mod! Now for my question! I am trying to bring a chocobo custom charecter to DST and I have gotten to the art phase of the process, and I could not help but notice that you implemented a tail in the charecter, as well as ears! This is hugely cool because chocobos have tails and ear-like crest feathers! Picture time!As you can see, in the frontal and the profile pics, Wark the chocobo has a series of crest feathers on her head, a pair of cheek feathers, and a five pointed feathery tail; better seen in this back photo:Sorry the sketches don't sync up super well, they were all free hand on my tablet. But as you can see, it probably would make use of the tail, ear, and hair layers of your custom character, but my understanding is that it will have to modify the connection points, right? Now, I have never made a mod ever before, and I started work on your tutorial about 8 hours ago, spending most of that 8 hours working on the speech file! I haven't the faintest on how to go about moving the sockets! Do you have a tutorial on how to do this? I know I have a few more questions I really don't know how to ask yet, but this is the one that titillates me the most, because previously the crest was going to be dinky tiny and on the torso layer (like the guy who made the chica fnaf character.) I hope you can help a bird out, man! I've given plenty of space in the hair area, so I don't see that being much of a problem.Though, it's the tail that seems will be tricky. It seems possible, but it's likely going to require quite a bit of modification to the template.The tail is divided into six segments, though for your character, it seems that only one segment would be needed. Therefore you would only need tail-0 (normal) and tail-6 (skeleton).You'll likely need to change the dimensions and pivots for both of these by editing the .scml with a text editor. The pivots is what defines the position of each part. A pivot of 0 would be at one edge of the image, 1 at the opposite edge, and 0.5 at the center. For my example, I've increased the dimensions to a 300 by 300 square, and set the pivot to the exact center of the image. <folder id="14" name="tail"> <file id="0" name="tail/tail-0.png" width="300" height="300" pivot_x="0.5" pivot_y="0.5"/> <file id="1" name="tail/tail-1.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="2" name="tail/tail-2.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="3" name="tail/tail-3.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="4" name="tail/tail-4.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="5" name="tail/tail-5.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="6" name="tail/tail-6.png" width="300" height="300" pivot_x="0.5" pivot_y="0.5"/> <file id="7" name="tail/tail-7.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="8" name="tail/tail-8.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="9" name="tail/tail-9.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="10" name="tail/tail-10.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="11" name="tail/tail-11.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> </folder>The tail looks the same from all views, which could look weird from the side. But I'll leave that for you to decide. tail test.zip Link to comment Share on other sites More sharing options...
Nyogtha Posted December 28, 2014 Share Posted December 28, 2014 (edited) Hi! I was wondering if there was anywhere in your amazing template (I have already made 3 characters with it so far) where one would put sprites for were-critters? I am making a were-turkey for when you eat too many berries, but right now, well, it just crashes the game when you transform due to a lack of assets. Edit: I am a derp, I think I figured it out I compiled two different sprites, and have the code to call each one depending on whether the character is transformed or not. Edited December 28, 2014 by Nyogtha Link to comment Share on other sites More sharing options...
Folthan Posted December 28, 2014 Share Posted December 28, 2014 Thanks for this nice template, works really well for me. Only problem I have is that I don't know how/where to get the auto compiler/mod tool thing? I need it because just like Lolabuns my portraits get cut off in weird angles if I use TextTool to compile the pictures myself. Thanks in advance! Link to comment Share on other sites More sharing options...
Folthan Posted December 28, 2014 Share Posted December 28, 2014 Thanks for this nice template, works really well for me. Only problem I have is that I don't know how/where to get the auto compiler/mod tool thing? I need it because just like Lolabuns my portraits get cut off in weird angles if I use TextTool to compile the pictures myself. Thanks in advance! Sorry I don't know how to edit my own post. Wanted to say my friend found out where to get the tool. Steam->Hover over library->tools.It works perfectly now. 1 Link to comment Share on other sites More sharing options...
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