![]() AnimState : OverrideSymbol ( symbol_override, symbol_override, symbol_override ) end endįinally, I need to remind DST to change the texture when one creature is spawned. AnimState : SetClientsideBuildOverride ( client_override, client_override, client_override ) end if symbol_override then AnimState : SetBank ( bank_name ) end if client_override then AnimState : SetBuild ( build_name ) end end if bank_name then AnimState : AddOverrideBuild ( build_name ) else ]] local function SetSkin ( inst, conf, override ) local build_name = conf. ![]() Client-side ReSkin Function - Usage: -[[Ĭlient=client_override, Notice that the APIs are inst.AnimState:SetBuild and such and such. This is essential!įourth, I need to apply the animation to some creature, so I write a function. Local function ReName ( name, rename ) local STGS = GLOBAL. TheNet : GetServerGameMode () local isForge = gameMode = "lavaarena" local isGorge = gameMode = "quagmire" if isForge then return "forge" elseif isGorge then return "gorge" else return "normal" end end Local function specialGameModeDetector () local gameMode = GLOBAL. Here I take my mod as example, some functions are helpful while others are not.įirst I need to check whether the game mode is Forge or Gorge, in case some retexture should not work there. Either rename them to "modicon.xml" and "modicon.tex", or rename the variable defined in the code to exactly match each other.Īfter that, don't forget to copy the animation file(xxx.zip) to "anim/xxx.zip".įinally, you need to edit "a". ![]() Copy these files to the same directory where your mod is. Put this image(xxx.png) into the aforesaid "don't starve/mods/xxx/images", run autocompiler.exe so that you get "xxx.xml" and "xxx.tex". Then, draw a PNG image(supposed to be square-shaped, and have a not-too-big size) that will finally become an icon. Open "don't starve together/mods", and create a new folder whatever name you like, use this folder to place your files.įirst create a file named "a", open it and type in the code below, fill in the strings: Publish the mod to workshop, or just relish it yourself. For retexture purpose, refer to my mod mentioned above. import your animation file, apply it to some kitcoon, or create a new prefab. Run autocompiler.exe(included in don't starve mod tools, which I can download from Steam).Īfter a lengthy time,you eventually get the zip file in don't starve/mods/xxx/anim, which includes anim.bin, build.bin and some atlas texture files.Ĭode time. Make your own artwork, or simply substitute images with yours.Ĭopy the output directory to don't starve/mods/xxx(whatever name you like)/exported/(that said,I'm still confused about why I have to put DST's mod into DS's directory). ![]() Go to the output directory, use Spriter.exe to open kitcoon_xxx.scml. The command looks like "krane.exe input_directory output_directory" Use krane.exe(included in ktools) to extract the animation project file from that directory. You get anim.bin, build.bin and some "atlas.tex" texture file. Also unzip "kitcoon_basic.zip" to the same directory. ![]() Go to "don't starve together/data/anim",find "kitcoon_xxx.zip" ,unzip any of them to some other directory. I'd like to share my method to retexture/create a creature: Here is my example of how to retexture an existing creature: ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |