floogen / alternativetextures Goto Github PK
View Code? Open in Web Editor NEWFramework which allows for placeable objects, buildings and entities to have texture variety in Stardew Valley.
License: GNU General Public License v3.0
Framework which allows for placeable objects, buildings and entities to have texture variety in Stardew Valley.
License: GNU General Public License v3.0
Would allow for randomly applying textures (from a selected pool of texture) within a user-defined radius.
Right-clicking on an object would open present window similar to the Paint Bucket's menu, but allowing user to select which textures to "enable" while using the tool via left-clicking. Menu would also have a slider for the radius (in tiles, from the clicked center point) that the textures are applied to.
Issue
Stardew Valley natively has controller support for all base game features, and this support implicitly extends to most mods. For most mods that introduce a new window that doesn't have direct controller support, the window can still be operated using the right joystick, which effectively acts as a cursor (right joystick to move, A to click).
However for AT in particular, the cursor does not move when using the controller joystick, and the menu cannot be interacted with through the controller (neither will it close when pressing the exit (B) button).
Tried workaround:
Tried binding the right joystick to behave as a mouse using Steam. While this works for single-player, it does not work for split-screen, as all mouse input is always directed into the first player's window - the second player with a controller still cannot use AT.
If this is something that could be fixed/added, then my couch-play-sessions would greatly benefits from it. Thanks.
Hey there Floogen,
Thank you very much for fixing the last bug I reported :) I replaced the previous version with your newest release (Alternative Textures 7.0.0-alpha.11).
Unfortunately, a new error now occurs when attempting to load a previous save file with AT textures in use.
When Error Does Not Occur: I did not encounter this error when loading in a previous save file that did not have any AT textures in use (although, that save file was only a few days into Spring, Year 1). I was also able to utilize AT to change textures for several furniture items within this save with no issues encountered.
When Error Does Occur: The error occurs after clicking on a save file that does have AT textures in use. The save seems to be loading for a bit, but then the error occurs and the I am returned to the main menu.
Here is a link to the SMAPI Error Log
If there is any additional information that I can provide that would be helpful, please let me know.
Thank you, again, for creating and maintaining this incredible mod.
For example, the chair furniture has several instances that all use the same size.
Could specify a IsGeneric
flag, which would enable a relative match by name and type.
no errors in the smapi log https://smapi.io/log/2024bd76ab7942e6a64f65e5f83f79d3
bushes get retexutred when you put them down, and can be retextured with the bucket, however the menu will look empty https://media.discordapp.net/attachments/844168952120868905/985387985841319957/unknown.png?width=663&height=453
Brush tool cannot be used on tea bushes
sample mod was sent on discord in SMC
If I have more than one page of skins the next page starts at 6 from the first pack instead of whatever number or pack the first page ended on. The pages keep going back to the next multiple of 6 in that same pack, so it keeps showing the same ones over and over.
This worked with large packs when I first tried it before the last update, though it started multiplying just before the update came out. I dont think I changed anything or updated anything when it started multiplying, though I could be wrong. I've tried a clean install of the game and of the mods, I've run it with just AT and Elles cats on a clean install and it's still displaying wrong. I'm presuming something is wrong with the menu display, but I have no idea why or how to fix it.
Please help, I've got a friend who's been waiting on me to play with them for a week now while I've been trying to fix this and failing...
Will need to do a separate patch as crops aren't under StardewValley.Object.
Most prefix patches should be fine barring any drastic changes to the draw logic. Transpilers may need to be rewritten.
Currently items placed on table will go to inventory if clicked with Paint Bucket.
If you right click flooring and add textures to the spray can, those textures won't work on floors but they will instead affect other furniture and add floor textures as bed textures (for example)
smapi log:
https://smapi.io/log/4b09ef5db3cb430bb34b760563b11099
Screenshots:
https://postimg.cc/p9t3Bs52
https://postimg.cc/gwqQt333
Alternative Textures 7.0.0-alpha.10- Version 7.0.0-alpha.10
When SMAPI is loading in, the following error is listed for Alternative Textures. This occurs even when no other mods, aside from Alternative Textures, are in the mods folder.
SMAPI log parser link: https://smapi.io/log/624d6750897d4a30b04ecf02664579aa
When this was posted to Trello (1.6 alpha board), one other person commented saying they are encountering the same error.
I love using AT, so am hoping a fix is figured out for this issue soon.
Will utilize a new property called Keywords
found in textures.json
.
Color masks would need to follow the same convention as the other buildings which have mask (in that the mask needs to be next to texture and use the three mask colors).
Would be assumed true for vanilla buildings that already are paint-able?
Alternative Textures does not currently support the shipping animation frames for the bin sprites in LooseSprites/Cursors sheet, causing a visual glitch to the vanilla texture when you throw items into the shipping bin.
Allow alternative textures for JA craftables.
Will need to get the item id and match by name?
Example:
ManualVariations:
[
{
Id: 0,
ChanceWeight: 0.3
},
{
Id: 1,
ChanceWeight: 0.3
}
]
See #5 for Weight
property.
Would allow copying a texture via right clicking an object.
When left clicking with the Paint Brush, the copied texture would be instantly applied to the clicked object.
Using Pocket Dimensions by spacechase0, buildings can be inside the pocket dimension building, which is inside the farm, meaning the buildings are in their own instanced location and not the Farm, so the paint bucket logic doesn't attempt to do building lookups.
When buildings are constructed they are correctly assigned random layout, but cannot be changed due to this.
I'm experiencing many issues with Cabins currently.
I did start a multiplayer game. all the cabin get it randomized textures.
On the ones which are using custom texutres, if I use the bucket again, in the select texture menu. it will show all default cabins looks like my custom.
In case I pick one of the default cabin with the bucket, the texture label bellow the default cabin will show "StardewDefault->0" is replace by the picked original cabin (ie "Trailer Cabin") and I'm unable to pick any custom texture every again for that cabin
Also, the code seems a little complex to me create a PR. but It seems the code is not updated it for new cabin types
This seem to need to be updated...
if (name.Equals("Log Cabin", StringComparison.OrdinalIgnoreCase) ||
name.Equals("Plank Cabin", StringComparison.OrdinalIgnoreCase) ||
name.Equals("Stone Cabin", StringComparison.OrdinalIgnoreCase) ||
name.Equals("Rustic Cabin", StringComparison.OrdinalIgnoreCase) ||
name.Equals("Neighbor Cabin", StringComparison.OrdinalIgnoreCase) ||
name.Equals("Beach Cabin", StringComparison.OrdinalIgnoreCase) ||
name.Equals("Trailer Cabin", StringComparison.OrdinalIgnoreCase))
I did try a custom build with the update, however, it was not enough to fix my issues.
Also, would be nice to have a cabin example in the AlternativeTexture examples
making the mods work together can create an immersive graphics which can make the game more lively
Every time I start this mod in SMAPI it says that the mod is not compatible. I'm using the latest version of SMAPI and tested it on all versions of the mod.
This allows a texture can be specified for several seasons.
The newest update has broken AT on Android.
Edit: v 6.9.1 is still working. It's been archived on Nexus though, so only available here. I will add a post there with a link.
After making a content pack for the most recent version of AT, I am unable to get AT to use the correct texture for the level of cabin. The texture in the pain bucket menu is the level 3 texture, but in game it's always the level 1 texture, regardless of upgrade level.
So I got a smapi log from a user saying season changes weren't working on buildings for Elle's seasonal buildings.
https://smapi.io/log/477b19e129bb4801b635299811a40c3b
I started a new save and when I checked the farmhouses weren't changing with the season but everything else was fine. And I was able to manually change the farmhouse to match the season by clicking on it with the bucket to see that season's textures.
Would set the weight / probability of all the variations associated to the texture to 0 (i.e. it would only appear via the Paint Bucket Tool / Scissors).
Double Beds purchased from custom shops display textures weirdly. Beds purchased from robin, spawned through CJB, or the furniture catalogue are fine. All other furniture seem to be fine, including beds and child beds.
smapi log from when I tested it
smapi log from when Erin first reported the issue
double bed thinks it's a single
if you retexture it then it turns into a shadow
or bands of colour
I tried changing how I was listing the item with shop tile framework but the issue persisted
Wall sconce animation is out of step between day and night
Screenshot to explain
The wall sconce has two halves, but you can only specify frames for the whole thing. So the sequence is a bit off, because each half will take frame 0 from a difference part of the image.
texture.json used:
{ "ItemName": "Wall Sconce", "Type": "Furniture", "TextureWidth": 32, "TextureHeight": 32, "Variations": 1, "Animation": [ { "Frame": 0, "Duration": 200 }, { "Frame": 1, "Duration": 200 }, { "Frame": 2, "Duration": 200 }, { "Frame": 3, "Duration": 200 } ] }
Particularly custom buildings (i.e. through Solid Foundations)
Would be a new tool that allows an RGB color wheel (spray can?).
Upon assigning a color, the value would be stored in modData and parsed back during the draw call.
Would allow mod authors to set different probabilities of the specific variations occurring.
Tool would open UI on right clicking an object and display eligible alternative textures.
May utilize Json Assets and have it as an optional tool?
Could also use an existing tool (such as shears) and use modData to override textures / appearance?
These wood fences all had the same texture variation applied, but some of them randomly kept the fall texture instead of changing to winter https://i.postimg.cc/xCmt4b3h/image.png
Same issue happens with tea bushes
Allow patching of the given texture.png for seasonal changes / etc.
Will only support Update rate of OnDayStart
and OnLocationChange
.
Look into utilizing GMCM.
Could list each AT pack, then list each object and finally each texture?
Add potential config settings to enable no random spawn and no spawn.
No Random Spawn: Would not appear while placing, but is available in paint bucket.
No Spawn: Would not appear while placing and is not available in paint bucket.
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