Wildin Posted March 15, 2015 Share Posted March 15, 2015 @RedRock911 : Thanks so much, I hope I get to help people to later down the line! I really appreciate you taking the time @Corrosive : oh wow, that's a boogey of screw up xD As for the spelling 'error' I'm actually well aware of that Thanks for taking the time to help me out :] 1 Link to comment Share on other sites More sharing options...
Wildin Posted March 16, 2015 Share Posted March 16, 2015 Okay guys, super stumped. the mod is working. However, I cannot get my swap_item to display correctly. Instead of my image, it is still showing the wand and with the unset pivot point. The game seems to be ignoring my files. The image it is displaying doesn't even exist in the mod folder...What happened? Really appreciate the help guys and gals. shepard.zip Link to comment Share on other sites More sharing options...
Kzisor Posted March 16, 2015 Share Posted March 16, 2015 @Wildin, remember to set the default pivot position of your swap build. Link to comment Share on other sites More sharing options...
Wildin Posted March 16, 2015 Share Posted March 16, 2015 I did xD On Shepard the shepherd cane. Instead the wand image is still mysteriously coming up from the example. Link to comment Share on other sites More sharing options...
RedRock911 Posted March 16, 2015 Share Posted March 16, 2015 (edited) I did xD On Shepard the shepherd cane. Instead the wand image is still mysteriously coming up from the example.Remember to save the project in spriter, or it will just put the previous image back in. Edited March 16, 2015 by RedRock911 Link to comment Share on other sites More sharing options...
Wildin Posted March 16, 2015 Share Posted March 16, 2015 Okay, But I have saved over the .scml a bunch of times, when I open them in spriter they display correctly. Link to comment Share on other sites More sharing options...
Kzisor Posted March 16, 2015 Share Posted March 16, 2015 @Wildin, try deleting the .zip file from the anim folder. That will ensure that the autocompiler will create the .zip again. Link to comment Share on other sites More sharing options...
Wildin Posted March 16, 2015 Share Posted March 16, 2015 That's what I've been trying but the swap anim zip won't compile Link to comment Share on other sites More sharing options...
Kzisor Posted March 16, 2015 Share Posted March 16, 2015 (edited) @Wildin, here is the working version. The reason why you can't compile is the compiler is throwing an error out before it gets to your file. I've talked to PeterA about it and he said it's on his list to fix; we just need to be patient now. For now if you run into these problems again, please delete all mods in both mod folders (Don't Starve and Don't Starve Together) except for your mod and relaunch Don't Starve or Don't Starve Together. Both versions of the game will compile both version mods. Edited March 16, 2015 by Kzisor Link to comment Share on other sites More sharing options...
Wildin Posted March 16, 2015 Share Posted March 16, 2015 Oh, awesome, thank you so much for your help @Kzisor ! 1 Link to comment Share on other sites More sharing options...
TheJumbaco Posted March 29, 2015 Share Posted March 29, 2015 @Kzisor, mind telling me how you compiled the working anim file? I'm basically having the same issue. Link to comment Share on other sites More sharing options...
Corrosive Posted March 29, 2015 Share Posted March 29, 2015 (edited) @TheJumbaco, He... literally just said how to fix it O.o Edited March 29, 2015 by Corrosive 1 Link to comment Share on other sites More sharing options...
TheJumbaco Posted March 29, 2015 Share Posted March 29, 2015 I wasn't expecting that to actually work so k. Link to comment Share on other sites More sharing options...
TheOoKiller Posted April 1, 2015 Share Posted April 1, 2015 I'm a little confused... Is It : exported ->myitem -> ground_myitem , myitem.scml , swap_myitem and swap_my item.scml all in the SAME FILE right?? or do we need to SEPERATE it? HELP PLZ THANKS Link to comment Share on other sites More sharing options...
TheJumbaco Posted April 2, 2015 Share Posted April 2, 2015 HELP PLZ THANKS The way I did it is that you should have myitem and swap_myitem right after exported; in the myitem folder the myitem.scml, a modified .zip file, and a second folder named myitem with a picture of the ground animation in the swap_myitem folder, pretty similarly: a swap_myitem.scml with a mofidied .zip file, and a second folder named myitem with the swap animation. Link to comment Share on other sites More sharing options...
TheJumbaco Posted April 2, 2015 Share Posted April 2, 2015 Now can anybody tell/help me with the layout for the actual animations? I've been browsing around the actual files of the original game, and I need my item to actually have function animations. From the .tex files I can see there are 5 different angles of an item (ie swap_axe.zip), but there isn't a tutorial on that on Klei yet. Anybody know the layout of that so I can autocompile it into a working swap anim zip file? Link to comment Share on other sites More sharing options...
Corrosive Posted April 2, 2015 Share Posted April 2, 2015 @TheOoKiller,.....what? @TheJumbaco, Animations have been discussed at length by me and a host of other people on the forums. I mean.... You're in the thread of a tutorial that explains how to create a swap item and you're asking how to create a swap item. I'm not entirely sure what you mean by layout though. In any case, Klei uses Flash to create their animations, but the autocompiler works with spriter files, so your process will be different than Klei's. (Klei wasn't feeling generous enough to spend a couple hundred bucks on every customer to buy them their own copy of Flash ) The folder that contains your .scml file is the "root" of that animation. Any subfolder is considered by the autocompiler to be a "Symbol." swap_object is actually a symbol that is a part of most player animations. It is just empty by default. When you use SymbolOverride(), you are swapping in your own build(i.e. sprite) into the swap_object symbol/layer of the animation. The axe animation specifically resides in anim/player_actions_axe.zip. In it, the swap_object (in addition to the other player character layers) is animated appropriately so that when the swap_axe build is loaded, it all falls into place. Here is what the swap_axe build looks like decompiled: BILD6root swap_axetexture_filename atlas-0.textexture_width 256texture_height 256symbol{symbol_name swap_axesimple_frame{ndx 0duration 2x 43.500500y -61.924500w 128.000000h 200.000000tex_x 187tex_y 64tex_w 43tex_h 67}simple_frame{ndx 2duration 1x 4.500500y -72.999496w 76.000000h 208.000000tex_x 230tex_y 64tex_w 25tex_h 70}simple_frame{ndx 3duration 1x -0.999500y -18.374500w 420.000000h 260.000000tex_x 0tex_y 0tex_w 140tex_h 87}simple_frame{ndx 5duration 1x 28.500500y -79.999496w 104.000000h 232.000000tex_x 140tex_y 68tex_w 35tex_h 78}simple_frame{ndx 6duration 1x 37.875500y -66.099503w 140.000000h 204.000000tex_x 140tex_y 0tex_w 47tex_h 68}simple_frame{ndx 7duration 1x 37.375500y -60.649502w 136.000000h 192.000000tex_x 187tex_y 0tex_w 45tex_h 64}} Link to comment Share on other sites More sharing options...
ButteredBehind Posted April 4, 2015 Share Posted April 4, 2015 (edited) Hello! I had some problems creating this mod but figured it all out, it was mostly spelling mistakes in the code. Anyhow the only problem I've got now is the fact that my item is invisible while equipped. Yes I've seen the other comments about this and I've tried it out for myself but I can't get it to work, does anyone know what else might be responsible for my invisible handslot item? Edited April 6, 2015 by ButteredBehind Link to comment Share on other sites More sharing options...
Fredson Posted April 26, 2015 Share Posted April 26, 2015 Same as above, my item is invisible, none of the other posts could make it visible, pls help Link to comment Share on other sites More sharing options...
MrKowa Posted May 12, 2015 Share Posted May 12, 2015 I tried to create a weapon mod (very powerful katana to be exact) but everytime i get "cant find the prefab" when trying to spawn item ingame. I followed read this tutorial, other about character/item and looked into other mod files but can't get into work. http://www.mediafire.com/download/o5vl3yklrehec2z/katana.rar ( i can't put attachment yet) And hello, since it's my first post here. Link to comment Share on other sites More sharing options...
Corrosive Posted May 13, 2015 Share Posted May 13, 2015 @MrKowa, Katana.lua should be lowercase( katana.lua ) The next problem you are going to run into is that in your ground_katana scml, you need to name the entity "katana" and the animation "idle" Link to comment Share on other sites More sharing options...
MrKowa Posted May 13, 2015 Share Posted May 13, 2015 @MrKowa, Katana.lua should be lowercase( katana.lua ) The next problem you are going to run into is that in your ground_katana scml, you need to name the entity "katana" and the animation "idle"Changed that but still no change ingame. Tried to use mod Too many items but katana wont show as spawnable item. And mod shows at list as crashed every time i open game (since my first try ingame). Link to comment Share on other sites More sharing options...
Corrosive Posted May 13, 2015 Share Posted May 13, 2015 @MrKowa, Whenever something doesn't work, make sure you check the log. Log.txt (Steam and Standalone)In order to find your game's log.txt file:PC: Go to your documents folder at Documents\klei\donotstarve\log.txt Mac: Go to your documents folder at ~/Documents/Klei/DoNotStarve/log.txtLinux: Go to your Klei folder at ~/.klei/DoNotStarve/log.txt You need to add:forumthread = ""to your modinfo.lua. Additionally, the API version of the game needs to be 6, not 10 in your modinfo.lua. There are a few more errors, but I'll let you figure those out Link to comment Share on other sites More sharing options...
MrKowa Posted May 15, 2015 Share Posted May 15, 2015 @Corrosive No matter what i do, game can't find prefab (tried spawning ingame) Did some changes you suggested, looked into game files but nothing :/ Link to comment Share on other sites More sharing options...
Mobbstar Posted May 15, 2015 Share Posted May 15, 2015 @Corrosive No matter what i do, game can't find prefab (tried spawning ingame) Did some changes you suggested, looked into game files but nothing :/ You're doing this for DST? Head to the DST mod forums!Else, check your log for the exact error. Link to comment Share on other sites More sharing options...
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