
Guide to creating, adding and customizing furniture to Cattails Wildwood Story.
No coding knowledge is required. You will only need knowledge of how to create images or edit text.
Introduction
This guide will demonstrate how to add custom furniture within the 2462ff02d59de5 budget. This article was originally posted by cattails forums:
Here – Proboards.com
This does NOT require any coding knowledge. I tried my best to explain as much as I could. Don't worry if I don't cover something you need.
Modding such as this is unstable, temporarily, and could cause problems! This method should cease to be supported once official modding is available.
Also, Windows 10 is what i am using. I don't think this would be different for other operating systems.
Accessing Game Files
If you don’t know what to do to access your Steam files, you can begin by going into steam library and right clicking 2462ff02d59e03 within your games list. Next, click manage and then click browse your local files.
These files should meet your needs:
Click on the "gameresources", after which click the "furniture", folder.
File directory if you're on Windows should be: C:\Program Files (x86 – \Steam\steamapps\common\Cattails Wildwood Story\gameresources\furniture
Make a Sprite
There should be a folder called "sprites" in the interior of the furniture folder. This folder contains all furniture sprites.
You will need some type of image editing software. I used the 2462ff02d59e20 program, but you can also use any other software that allows for transparency.
If you aren’t sure how big to make your picture, I recommend looking at the dimensions and copying those of all the other sprites. It is possible to also consider rotation and seasons, which I will explain later.
(Also be aware that one tile is 32×32 Pixels)
This will be the example sprite I use:
Some furniture is able to be rotated, adjusted according to the seasons, or animated.
If you do not want your furniture to rotate (,) or any other animation, you can just leave it as it is.
Rotation
You want your furniture to be able to rotate. Make your image four times as wide.
Your sprite's four sections will be divided:
In each space, draw your furniture from a different direction. The game will automatically split it into fourths, so that's all that you have to do. To avoid any mistakes, make sure that each version remains in the same width space.
Here's an example of a Sprite with Rotation:
Seasonal
This is very similar to the rotating. Make your image four-fold longer, divide it into four, and you will have four versions.
Also, ensure that each one is in the same space. Otherwise it will not be cut correctly.
Each space corresponds to one season.
1. Spring
2. Summer
3. Fall
4. Winter
Or you will get the wrong Sprite at the wrong Time.
Furniture can also be made rotational and seasonal simultaneously. To achieve this, make your base picture 16 times longer.
The first four of these are spring, the four next are summer, then fall and finally winter.
Animated
For animation, you will use multiple images as opposed to one.
Each frame will have one image. Each image should be saved as [name]#.png. # should start with 0 then increase by 1 each frame.
Example:
Frame One:
Frame Two – 2162ff02d5960f testingobject1.png
Frame Three – 2162ff02d59663 testingobject2.png
And so on.
You can also do this using seasonal/rotational items!
Save
When you are done creating your sprite save it as a.PNG to the sprites folder. You can name your image anything you want, but keep it in mind because you'll need it later.
Adding a.metafile
Go back into your furniture folder. Here you will find many.meta-files. The meta files inform the game about the properties of your object. (It tells the game how big it is and if you can walk through it.)
If you open a.meta document, it may ask for you to choose a software program to open it. Any basic text editor should function, but I used Notepad.
First, copy and paste any meta files (. This is to ensure that you don’t have to manually type the text.
Here are the (and) required parameters.
- "attachment": "freestanding",
- "unlocked": true,
- "is_rotatable": false,
- "is_seasonal": false,
- "sprite": "spritename",
- "function": "none",
- "is_solid": false,
- "blocker_width": 32,
- "blocker_height": 32,
- "blocker_x_mod": 0,
- "blocker_y_mod": 0,
If you have an animated character, you will also need "animation_speed": #
Also Note: Do NOT delete any spaces.
"attatchment":
Options: "Freestanding", E15Y "floor", or "wall"
Freestanding is a way to place your object on top of or against other objects, such as walls.
Floor objects cannot only be placed on the floors. They cannot intersect with other floor items. However, freestanding objects may be placed on top.
Only wall objects are allowed to be placed on the Wall.
"unlocked":
This is the question of whether the furniture was locked at the start or not.
True = By default, you'll be able to access the item.
False = You would have to buy/obtain it in some way.
"is_rotatable":
Can you rotate your object
True = Yes
False = not
"is_seasonal":
Is it possible for your object to change with the seasons.
True = Yes
False = not
"sprite":
This corresponds directly to the name for your sprite files.
My sprite image file was named "testobject.png". I would then use that file for sprite.
You must ensure that the name is in quotes, or it will break
"function":
If your object performs a function.
Options: "none","bed", storage", "recordplayer", pond" (.
Pretty self-explanatory.
None = It does not do anything
It can be used to either save or sleep.
Storage = It can access storage
recordplayer = It is a recordplayer
pond = It can still be used as the crystal clear pond
"is_solid":
Is it possible to walk through this object?
true = not true, you cannot walk on this solid object.
False = This is possible, but not solid.
"Blocker width", "blocker_height",
This tells you how big your object’s hitbox is. If is_solid has true, your player cat cannot walk through this region.
Blocker_width is the width of the object hitbox in pixels. And blocker_height is the height of the object.
Because my sprite image is 32 by 32, I set my blocker_width & blocker_height to 32 for my furniture example.
"blocker_x_mod" und 2262ff02d59b1d
This neutralizes the origin blocker.
If both are set to 0 they will be in central position (similar to the above image).
If blocker_x_mod's negative number is greater than 0, it will move the boxes to the left. However, if it's a positive, it moves them to the right.
A negative value for blocker_y_mod would move it up, while positive numbers would move it down.
Here I set blocker_x_mod 16. and blocker_y_mod 16. My player cat cannot move over the actual picture, but it can do so where the box (() is.
"animation_speed":
It's amazing how fast the frames can change.
Higher numbers equal slower
Lower number = faster
There are more options available. However, you can skip them to get to the next section.
Light Options
These are for objects that emit light.
"is_light":
The rest is self-explanatory. Does the object emit any light? (defaults into false)
True = Yes, Show Light
False = false, do not shine light
"light_color":
Which color is your lamp? Uses RGB color system.
You can input it as follows:
"light_color": [255, 255, 255],
Numbers must be represented on a scale ranging from 0 up to 255
The lightest shade of white is achieved by setting all three numbers to the number 255
"light_radius":
How far does the light extend in pixels from the middle?
"light_intensity":
How intense (-bright) is your sun?
The brighter, the more powerful the light!
Must be on a scale 0-1
"light_x_mod": und 2262ff02d59c4a
This, like the blockermods, offsets the origin source of the light from the sprite by a given number value in pixels.
But, unlike the other blocker mods the light will come in the top left corner of the sprite and not from the middle.
If you want the light source to be in your sprite, then you would need to set light_x_mod as the width of your sprite divided by 2, and Light_y_mod as the height of your sprite divided by 2.
Here is a sample of my furniture's.meta.
- "is_light": true,
- "light_color": [0, 255, 255],
- "light_radius": 64,
- "light_intensity": 1,
- "light_x_mod": 16,
- "light_y_mod": 16,
Table Options
"tabletop_placement":
Can this be placed at a desk? (is false and) is defaulted to
True = It can be placed onto a table
False = no, it can't be placed on any table
"is_table":
Is the object a table (defaults at false)
true = Anything with tabletop_placement as true is allowed to be placed on this furniture item
false = other objects cannot go on this furniture piece
Rotational Blocker Options
You can use furniture objects that can rotate to make the blocker settings different.
These are the options available to set a hitbox for your object that is only visible when facing north
"blocker width_north": and "blocker_height_north":
"blocker_x_mod_north": and "blocker_y_mod_north":
Or substitute "north", for "east", “south", etc., for any direction.
Here are the blocks to the stone table of reference (. These only show north/west to keep it shorted).
- "blocker_width_north": 56,
- "blocker_height_north": 24,
- "blocker_x_mod_north": 4,
- "blocker_y_mod_north": 40,
- "blocker_width_west": 24,
- "blocker_height_west": 56,
- "blocker_x_mod_west": 20,
- "blocker_y_mod_west": 4,
(North facing, right showing West
That should be it! You can now continue to the next portion! 🙂
Adding a.lang to your file
In the furniture folder, there should also be a "lang” folder. Also, inside that folder, is another folder titled: "english".
(Windows Directory: C:\Program Files (x86 – \Steam\steamapps\common\Cattails Wildwood Story\gameresources\furniture\lang\english\)
There are many.lang files within this folder. Copy and Paste any lang files ((or)) into your furniture folder. This is so that you don’t have the need to manually type all of it.
Now open the file. The file will prompt you to choose a software program to open it. Any basic text editor should function, but I used Notepad.
These options will be available:
"lang_furniture_name": "name",
"lang_furniture_description": "description"
The meta files are the same as the game files. If you delete any punctuation it will break the game.
You can replace the name and description with any other text you choose.
Example:
"lang_furniture_name": "Test Object",
"lang_furniture_description": "This is an object made for a tutorial."
Load the Game
Hooray! It's done! You can now add your furniture to the den by loading up your game.
Make sure you save all your files first!
Thank you for reading. I hope that this was helpful. Please let us know if you think I have missed something.
If you have questions, please feel free ask them in the comment section.
This is all we know about Cattails: Wildwood Story – Creating Custom Furniture, this post original url can be found here and possible new updated to.
- Check All Cattails: Wildwood Story Posts List
Leave a Reply