JackyHann Posted June 2, 2016 Share Posted June 2, 2016 (edited) oops Edited June 2, 2016 by JackyHann oopsy Link to comment Share on other sites More sharing options...
JackyHann Posted June 5, 2016 Share Posted June 5, 2016 I made a post on this, and thanks to Kunomori, I was able to advance further in my process of making a character. My only problem right now is the auto compiler not creating a zip file for the characters main anim folder. I edited the name in every single file, so I doubt it's a name problem. I changed all the files in the exported folder, edited the scml file in spriter(just to fix the misplacement of my character's face), and ran the compiler. It ended up only creating a "ghost_[character]_build.zip" file, even though I edited the ghost file just as much. I could just edit the atlas files manually, but the first time I did that, it took a few days. I only recently learned what the exported folder is for(again, thanks to Kunomori), but I changed every single esctemplate to my character's name. Does anyone here know how to force the auto compiler to make a [character].zip file for the anim folder? Link to comment Share on other sites More sharing options...
TurdMJ Posted June 9, 2016 Share Posted June 9, 2016 Hello, thank you for this template. İt helped me out on my work. However i got some problems. İ realy don't know how to make this a version for Don't Starve Together. İf you know (or anyone knows) pls help me out. İ would appreciate it. Thank you all and Have A Nice Breakfast. Link to comment Share on other sites More sharing options...
oleg05 Posted June 17, 2016 Share Posted June 17, 2016 Guys and what program you draw Link to comment Share on other sites More sharing options...
SuitedWolf Posted June 24, 2016 Share Posted June 24, 2016 I tried this and when I finish renaming it I can't load a world with the mod. How do I fix this? Link to comment Share on other sites More sharing options...
DragonMage156 Posted June 26, 2016 Share Posted June 26, 2016 Quick question, why does the model have to be a cat? I'm sure most people prefer to have a human model. Ok I'd admit it' useful to have the tail (cos that's what my character has) but it's hard to draw a human head from a cat head :/ 1 Link to comment Share on other sites More sharing options...
DaleighChronicle Posted June 29, 2016 Share Posted June 29, 2016 Love the tutorial, and I've successfully made a character that works. However, I'm having an issue with the big portrait. It seems to be a clipping error. It's cut off in game so that only the top left half is there. Any suggestions on how I would fix this? I checked the tex file using a tex viewer, and the image seems fine. I've attached what I'm seeing below. Link to comment Share on other sites More sharing options...
SpartanQuasar Posted July 1, 2016 Share Posted July 1, 2016 Im trying to make the character look like this (image), so how do i re-make the head to look like this image up-front? When i did it myself,the whole character was invisible (no,i did not edit the esctemplate_cleared folder) What i did: Ereased the head Drew my own head Ereased the faces Drew my own faces Put whole folder in mods Loaded game The character icon,character name(on the icon),and the character itself was invisible. While you reply,i will do it again following the exact same steps as the tutorial did,percicely. If i dont send a character photo of it working,then please reply with help Link to comment Share on other sites More sharing options...
DaleighChronicle Posted July 1, 2016 Share Posted July 1, 2016 On 6/29/2016 at 1:32 PM, DaleighChronicle said: Love the tutorial, and I've successfully made a character that works. However, I'm having an issue with the big portrait. It seems to be a clipping error. It's cut off in game so that only the top left half is there. Any suggestions on how I would fix this? I checked the tex file using a tex viewer, and the image seems fine. I've attached what I'm seeing below. Update. The whole mod crashes. It'll show up fine, generate the world fine, but if I select my character, it crashes. Link to comment Share on other sites More sharing options...
Shindole Posted July 10, 2016 Share Posted July 10, 2016 How can I do: My character know a recipe. He recieve more damage. Some post with the temps you can use for create a perk? Link to comment Share on other sites More sharing options...
SubVisserMag Posted July 11, 2016 Share Posted July 11, 2016 Hello! This guide was very helpful, and I followed all of it, yet I am having difficulties starting it up. I am currently trying to test drive the mod I made (I made some of the character I am designing so far) and when I click "I understand", the game crashes and it says "Don't Starve has stopped working" So I did some research and even re-watched the video. This is when I noticed something... The compiler is not compiling the two .zip folders you told us to delete towards the end of the video. So I scrolled through the comments and noticed someone is as well suffering from the same issue. You told the person that if the compiler does not work, to use the scml.exe and manually type in the code to compile the files and all. So, I went to the folder to where it is located and clicked scml.exe. A white window opened for a semi-second then closed. I don't know why or how to fix that. So if both of those fail, how can I insert my mod I worked very hard on and still am working on (artwise) into the game? Link to comment Share on other sites More sharing options...
Sinaboo Posted July 13, 2016 Share Posted July 13, 2016 I've made another mod that works but I've tried making one for my friend but when I spawn in the game I'm invisible! Please help! Link to comment Share on other sites More sharing options...
DaleighChronicle Posted July 15, 2016 Share Posted July 15, 2016 On 6/29/2016 at 1:32 PM, DaleighChronicle said: Love the tutorial, and I've successfully made a character that works. However, I'm having an issue with the big portrait. It seems to be a clipping error. It's cut off in game so that only the top left half is there. Any suggestions on how I would fix this? I checked the tex file using a tex viewer, and the image seems fine. I've attached what I'm seeing below. On 7/1/2016 at 9:44 AM, DaleighChronicle said: Update. The whole mod crashes. It'll show up fine, generate the world fine, but if I select my character, it crashes. Update: My mod is now not crashing, but the bigportrait that is popping up is not the one I created. It's "borrowing" from the portrait next to it, first showing up as Wilson, then showing up as the random character portrait. The mod is functioning and running and not crashing, there's just the issue of the portrait not working properly. Link to comment Share on other sites More sharing options...
BlueSideWind Posted July 18, 2016 Share Posted July 18, 2016 On 7/14/2016 at 10:52 PM, DaleighChronicle said: just so you know if you have a photoshop or any program with "Layers" you can just put the Don't starve image on the background and "THEN" squeeze youre artwork into the "portrait" and then save Also this tutorial is outdated! Unless you have knowledge on coding most new comers who come and use this tutorial isn't going to have a good time! So IF ANYONE KNOW HOW TO UPDATE THIS TUTORIAL LET ME KNOW! I'll make a new tutorial step by step. Link to comment Share on other sites More sharing options...
dominus_lupi Posted August 3, 2016 Share Posted August 3, 2016 Great tutorial and really helpful for beginners such as myself but I have a problem, I've done pretty much everything this tutorial has explained to do like renaming the folders, and deleting a few files etc. My character that I've created when it is applied in DS, the game doesn't crash or anything but it won't show up in the character select screen and i'm baffled as to why, any help would be really appreciated. Link to comment Share on other sites More sharing options...
MarxSoul Posted August 25, 2016 Share Posted August 25, 2016 is there any way i can make the left arm ( & hand) a different color from the right? it's part of the characters design for the mod im making... thank you! Link to comment Share on other sites More sharing options...
DKlan Posted August 27, 2016 Share Posted August 27, 2016 Hi, thank you for the tutorial, very usefull. I'm having an issue when i'm trying to create and give a custom item to my new character, I keep having the same bug. Quote [string "scripts/components/inventory.lua"]:623: attempt to index local 'inst' (a nil value) LUA ERROR stack traceback: scripts/components/inventory.lua:623 in (method) GiveItem (Lua) <622-755> scripts/prefabs/player_common.lua:1827 in (method) OnNewSpawn (Lua) <1823-1835> scripts/networking.lua:250 in () ? (Lua) <238-256> =[C]:-1 in (method) SendSpawnRequestToServer (C) <-1--1> scripts/mainfunctions.lua:1269 in (local) cb (Lua) <1267-1270> scripts/frontend.lua:531 in (method) DoFadingUpdate (Lua) <495-535> scripts/frontend.lua:583 in (method) Update (Lua) <543-695> scripts/update.lua:94 in () ? (Lua) <39-127> I don't understand, i've look a lot of mod's custom weapon and my code look very similar. local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } local prefabs = { "scythe", } -- Custom starting items local start_inv = { "scythe", } local function becomefurious(inst) -- Hunger rate multiplier inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 1.5) -- Attack multiplier inst.components.combat.damagemultiplier = 3 inst.components.combat.min_attack_period = 1 -- Speed multiplier inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.5) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.6) end local function becomelazy(inst) -- Hunger rate multiplier inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 1) -- Attack multiplier inst.components.combat.damagemultiplier = 1.5 inst.components.combat.min_attack_period = 0.5 -- Speed multiplier inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 0.8) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 0.9) end local function onnewstate(inst) if inst:HasTag("playerghost") or inst.components.health:IsDead() then return end if inst.components.hunger.current > 249 then becomelazy(inst) else if inst.components.hunger.current < 101 then becomefurious(inst) end end end -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when reviving from ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "viktoriia_speed_mod", 1) inst:ListenForEvent("newstate", onnewstate) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "viktoriia_speed_mod") inst:RemoveEventCallback("newstate", onnewstate) end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "viktoriia.tex" ) inst:AddTag("viktoriia") end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "willow" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.temperature.maxtemp = 85 inst.components.temperature.mintemp = -10 inst.components.temperature.overheattemp = 70 inst.components.health:SetMaxHealth(200) inst.components.hunger:SetMax(300) inst.components.sanity:SetMax(100) -- Hunger rate multiplier inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 1) -- Attack multiplier inst.components.combat.damagemultiplier = 1.5 inst.components.combat.min_attack_period = 0.5 -- Speed multiplier inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.1) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.2) -- Sanity drain multiplier inst.components.sanity.night_drain_mult = 2 inst.components.sanity.ghost_drain_mult = 0.5 inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("viktoriia", prefabs, assets, common_postinit, master_postinit, start_inv) Thank you, if you can provide any help! Link to comment Share on other sites More sharing options...
DKlan Posted August 27, 2016 Share Posted August 27, 2016 (edited) local assets= { Asset("ANIM", "anim/special_fork.zip"), Asset("ANIM", "anim/swap_special_fork.zip"), Asset("ATLAS", "images/inventoryimages/special_fork.xml"), Asset("IMAGE", "images/inventoryimages/special_fork.tex"), } local function onfinished(inst) inst:Remove() end local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_special_fork", "special_fork") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddLight() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("special_fork") inst.AnimState:SetBuild("special_fork") inst.AnimState:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst:AddComponent("inspectable") inst:AddComponent("weapon") inst.components.weapon:SetDamage(100) inst:AddTag("sharp") inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(100) inst.components.finiteuses:SetUses(100) inst.components.finiteuses:SetOnFinished(inst.Remove) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "special_fork" inst.components.inventoryitem.atlasname = "images/inventoryimages/special_fork.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("characterspecific") inst.components.characterspecific:SetOwner("viktoriia") MakeHauntableLaunch(inst) return inst end return Prefab( "common/inventory/special_fork", fn, assets, prefabs) I just noticed i hadn't put the code of the custom weapon and put instead the code of another mod (if a moderateur can remove my post, sorry again). So, I repost my error. Quote [string "scripts/components/inventory.lua"]:623: attempt to index local 'inst' (a nil value) LUA ERROR stack traceback: scripts/components/inventory.lua:623 in (method) GiveItem (Lua) <622-755> scripts/prefabs/player_common.lua:1827 in (method) OnNewSpawn (Lua) <1823-1835> scripts/networking.lua:250 in () ? (Lua) <238-256> =[C]:-1 in (method) SendSpawnRequestToServer (C) <-1--1> scripts/mainfunctions.lua:1269 in (local) cb (Lua) <1267-1270> scripts/frontend.lua:531 in (method) DoFadingUpdate (Lua) <495-535> scripts/frontend.lua:583 in (method) Update (Lua) <543-695> scripts/update.lua:94 in () ? (Lua) <39-127> Sorry for the double post Edited August 27, 2016 by DKlan Link to comment Share on other sites More sharing options...
Wendy989898 Posted September 4, 2016 Share Posted September 4, 2016 does anyone know how to fix this? I can't enter in the error code so here's the file Grafild.zip Link to comment Share on other sites More sharing options...
LenaleeMKII Posted September 9, 2016 Share Posted September 9, 2016 Hi, so has anyone found the issue with why our characters spawn invisible? Link to comment Share on other sites More sharing options...
leprucio Posted September 12, 2016 Share Posted September 12, 2016 Thx for the tutorial my near final 2 custom characters look awesome and all for u :P. I have a little question, i want in back vision the long hair over the torso, and i dont really know how exactli can y put the z order of this... (isent be really important because i make the characters to see nice whit the torso over back head) Link to comment Share on other sites More sharing options...
leprucio Posted September 13, 2016 Share Posted September 13, 2016 (edited) On 9/9/2016 at 6:34 PM, LenaleeMKII said: Hi, so has anyone found the issue with why our characters spawn invisible? And the same FOR Wendy989898 Its maybe a fail in copilation of the exportet files (parts of the character) one of my customs hace 2 form and autocopiler dont compile the second export folder and when change form it goes invi, look in ur anim folder if here be any zip if not its for sure a failing compilling it, if autocompile dont work u can try to force it using CMD like this Spoiler "C:\Program Files (x86)\Steam\SteamApps\common\Don't Starve Mod Tools\mod_tools\scml.exe" "C:\Program Files (x86)\Steam\SteamApps\common\Don't Starve Together Beta\mods\Leprucio\exported\leprucio\leprucio.scml" "C:\Program Files (x86)\Steam\SteamApps\common\Don't Starve Together Beta\mods\Leprucio" Where first its the location of scml.exe(compiller) the secont the location of ur scml (its is found in export folder where all PNGs of ur character be) and the thirth is te location of the Mod Folder, u only need to rewrite the locations and copy paste in CMD (windos, run, write CMD and paste it whit mouse click and enter) it start to compile like in the first page of this post (one black image) Edited September 13, 2016 by leprucio 2 have same problem(maybe) Link to comment Share on other sites More sharing options...
HeirofWind Posted September 27, 2016 Share Posted September 27, 2016 So... for DST, for some reason... after I select the new charter... the game stops loading... is there a way to fix that? Link to comment Share on other sites More sharing options...
Lasse123103 Posted September 27, 2016 Share Posted September 27, 2016 is it posible to give the character a effect that regenerates health or sanity? like maxwell that gets sanity over time og woodlegs that losses it on land. Link to comment Share on other sites More sharing options...
MarxSoul Posted September 27, 2016 Share Posted September 27, 2016 Uh... I don't know what to fix here...? Help would be nice. Link to comment Share on other sites More sharing options...
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