Note
As we do sometimes develop mods for this game, we're still dependent on this project. However, the development speed is kinda slow, so we've decided to make a proper fork and introduce some changes to speed things up.
This is a fork from the source code for the "Don't Starve Mod Tools" which is available through Steam.
It is a port of the original mod tools to Linux and macOS. In addition, it also improves the original animation compiler (i.e., SCML):
- Properly calculating the bounding boxes of animation frames
- Determining the correct frame to use in a timeline with variable images (i.e., proper correlation of animation frame elements to build symbol frames)
The Linux and macOS porting, as well as the improvements mentioned above, were done by @nsimplex. @DeathDisciple was responsible for getting the tools compiling once again under Windows, after the Unix port.
This project uses Premake to generate the build files, so it must be installed.
Additionally, a C++ compiler is required. For Windows, either Visual Studio or
MinGW may be used. For macOS, it is necessary to download and install XCode from
Apple. For Linux, gcc
and make
(GNU make
, also known as gmake
) are
required (you probably already have them).
Under Windows, the tools have no runtime dependencies other than those bundled within the tools.
For macOS and Linux, a system-wide installation of Python 2.7 is assumed, as
well as the Python Imaging Library (PIL) or its backwards-compatible fork
(Pillow). A system-wide installation of the TEX converter ktech
in ktools
is also assumed.
To customize the build files placed in build/proj/
, instead of running
src/premake.bat
or src/premake.sh
, the premake4
program may be run
directly from a terminal (cmd.exe
, under Windows). For the full list of
options, run premake4 --help
, but the most significant scenario is generating
GNU make files for compilation using MinGW, under Windows. This can be done via:
$ premake4 gmake
- Run
src/premake4.bat
to generate a Visual Studio 2010 project inbuild/proj/
. - Open the generated project in Visual Studio and build it.
The output is built to build/win32
. For MinGW, see the note below.
- Run
src/premake.sh
to generateMakefiles
inbuild/proj/
. - Run
make
within thebuild/proj/
directory.
The output is built to build/osx
or build/linux
respectively.
The tools were designed for being run by the autocompiler
, which in turn was
designed under the assumption the mod tools would be placed in a directory
alongside Don't Starve's installation directory with the same structure as when
installing them via Steam. In order to use the autocompiler
, a directory
structure such as this must be replicated (for example, under Windows, the
folder placed at build/win32/mod_tools
after compilation must be relocated in
such a way that mod_tools/../../dont_starve
is Don't Starve's installation
directory).
Alternatively, the scml
compiler may be used directly. It takes two arguments:
the first one is the path to SCML file to build, and the second one is the path
to the directory of the mod in which to place the final product (an anim/
directory is created within the mod's if it doesn't exist).