![]() ![]() The key's corresponding atlas, which must be located alongside it, will be read automatically using the name specified within the key. ![]() Stex unpack -i "X:\Path\To\Input\key.xml" -o "X:\Path\To\Output\Directory" To extract an atlas, run Stex with the unpack command: If you want to see the element arrangement, try viewing the output with a TEX viewer. You can then refer to each element by its name in LUA without concerning yourself where they actually were placed within the atlas. When finished, the resultant atlas.tex and key.xml files will be placed in the specified output directory. Stex pack -i "X:\Path\To\Input\Directory" -o "X:\Path\To\Output\Directory" All sub-folders and other files will be ignored. See All Commands/Options (on GitHub) for more information.Īs implied by the above, the folder name will be used as the atlas/key name, and the file names (with the extension ".tex", see Additional Information on GitHub) of each image will be used as their respective element names. The available input formats can vary between systems, but most common formats are supported. To create an atlas/key, start by setting up an input folder with the following structure: The order of switches within each options section does not matter. It can also reverse the process and extract element images from an atlas using its key. Some empty space is inevitable given that atlases must have power-of-two dimensions. It uses an implementation of the MaxRects algorithm to efficiently pack each input element image into a larger atlas image, with as little wasted space as possible. ![]() Stexatlaser (stex-atlaser, a play on 'spectacular'), or simply Stex, is a simple tool for generating a (Klei) TEX format atlas and its key from a simple folder structure with no external dependencies required. It's very likely already installed, but in case of any errors first make sure that is in fact the case. If you have issues running the Windows binary release, make sure you have Microsoft's Visual C++ 2013 Redistributable Package (the 32 bit version, that is, download the file called vcredist_x86.exe). The binary Windows release does not have zip support. When compiling from source, if libzip is found then the ktools are compiled with zip support, so that zip archives may be given as input in the same way directories may. A Windows binary release is also included (the ZIP ending with "-win32"). Ktools primary release format is as source code, compilable under every platform using CMake, as per the instructions in the README. More detailed information about these tools may be found in the README, in the project's GitHub repository. Krane: a anim.bin/build.bin decompiler, whose output is a Spriter project. Ktech: a bidirectional converter between TEX texture and PNG It consists of the following command-line tools: Ktools is a set of cross-platform (Linux, Mac and Windows) modding tools for Don't Starve. See the bottom of this description for more information. IMPORTANT: Starting with version 4.3.0, the Windows binary release requires Microsoft's Visual C++ 2013 Redistributable Package (previously, the 2010 one was required). ![]()
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