![]() If you aren't trying to change an existing item and re-insert it back into the base game, then you should be able to just open this new png atlas in your favorite image editing program that supports transparency (I use Paint.NET), and begin using your select tool to separate the sprites and resave them as separate images. ![]() Now you can get to editing! If you need to know how to rebuild your changes back into anim.bin and build.bin files, there is this guide that details how to do it. Now you can click the save button and choose to export the texture atlas as a. You'll see the texture atlas of the item/entity being viewed in its raw state, so not upscaled and blurry: Browse to the folder of your armor (for this we'll be looking at armor_slurtleshell's again) and open the. Make sure you have TEXTool, and open that. There is a way around this, though, and these sprites can still serve a purpose. Some of the sprites just don't extract correctly for whatever reason, even if all 3 files came from the same folder and match. Now, in some cases, such as with the Snurtle Shell Armor that I extracted, the frames actually came out upscaled and blurry, like this: Open that and you'll see all the beautiful sprite frames, ready to do whatever with in subfolders, along with the entity's. bat's code, will be named output_dir and will be located inside ktools' folder. A command prompt window will open, but instead of doing nothing (like ktools normally does when you try to open it this way), Krane will actually start extracting the individual sprite frames and sort them, separated into folders by object and in proper animation order too. bat file (it can be named anything heck, I named mine "slurtle.bat" lol), again in the same folder as ktools. Next, make a new text document and paste this code into it. You'll wanna put all 3 of these files in the same folder as ktools. There should be anim.bin, atlas-0.tex, and build.bin files in most of the. For this example I'll use " armor_slurtleshell.zip". zip files labeled with the prefab names of the game's entities. Next, you wanna go into Steam\steamapps\common\Don't Starve Together\data\anim, and you'll see tons upon tons of. Thanks in advance!įound my solution on my it does! So first off you wanna make sure you have ktools. It'd be really helpful to me to have the player characters' segregated, non-jumbled parts. Hopefully someone knows how to achieve this. (Sorry if I'm not supposed to post this, let me know and I'll take it down or delete the thread entirely) GIFs online and such places of the playable characters and I don't know how they obtained/made themĢ: I want to be able to view each of the survivors' body part sprites in a similar fashion to the Extended Sample Character so I can see the actual frame isolated, so basically in a fashion that is a bit nicer than this: ANIM files like the other entities do, which from what I read about ktools is required in order to export an. There are 2 reasons why I'm asking this:ġ: Because none of the main players' builds contain. ![]() ![]() This is kind of a weird one and I'm not very hopeful there'll be a solution, but I basically want to know how I can export animations/individual texture frames for the survivors using ktools. ![]()
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