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Got a problem with a custom animation...


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so I am making custom animations for tiny box tim (got all the art and everything) but I have a problem with the click zone... I can't click on him unless it's his right foot... if anyone knows how to fix this problem let me know ASAP thanks!

post-306905-0-27819300-1398147311_thumb.

here is what he currently looks like in game! :razz:

 

here is the mod

brokentim.zip

it's a bit messy but that'll change and the spriter file is in there with the images and everything! :p

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so I am making custom animations for tiny box tim (got all the art and everything) but I have a problem with the click zone... I can't click on him unless it's his right foot... if anyone knows how to fix this problem let me know ASAP thanks!

attachicon.gif219740_2014-04-22_00001.png

here is what he currently looks like in game! :razz:

 

here is the mod

attachicon.gifbrokentim.zip

it's a bit messy but that'll change and the spriter file is in there with the images and everything! :razz:

 

If you go check out @simplex's fork of the ds_mod_tools, he has actually fixed a bug in the current animation compiler that would basically not produce a bounding box.

 

I recompiled using his version for you (since nobody else has replied) but in the future you should use this:

https://github.com/nsimplex/ds_mod_tools

 

I haven't tested the compiled version of your custom animation, but it should work.

tinyboxtim.zip

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If you go check out @simplex's fork of the ds_mod_tools, he has actually fixed a bug in the current animation compiler that would basically not produce a bounding box.

 

I recompiled using his version for you (since nobody else has replied) but in the future you should use this:

https://github.com/nsimplex/ds_mod_tools

 

I haven't tested the compiled version of your custom animation, but it should work.

hey thanks!!

I'll be checking it out tomorrow (not feeling so well today)

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If you go check out @simplex's fork of the ds_mod_tools, he has actually fixed a bug in the current animation compiler that would basically not produce a bounding box.

 

I recompiled using his version for you (since nobody else has replied) but in the future you should use this:

https://github.com/nsimplex/ds_mod_tools

 

I haven't tested the compiled version of your custom animation, but it should work.

it worked but how exactly do I use the stuff inside the ds_mod_tools-master?

 

like where do I put them and stuff

 

EDIT: I didnt notice the readme sorry xD

 

EDIT EDIT: I don't understand the readme... D:

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it worked but how exactly do I use the stuff inside the ds_mod_tools-master?

 

like where do I put them and stuff

 

EDIT: I didnt notice the readme sorry xD

 

EDIT EDIT: I don't understand the readme... D:

 

You need to use premake4 to compile it from source.

 

If you're on Windows, you'll need Cygwin.

 

http://www.cygwin.com/

 

I'm not sure how to compile from source on Windows, so that's about as much help as I can give.

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You need to use premake4 to compile it from source.

 

If you're on Windows, you'll need Cygwin.

 

http://www.cygwin.com/

 

I'm not sure how to compile from source on Windows, so that's about as much help as I can give.

lol I had JUST ran premake.bat and merged the stuff from win32 folder to my mod tools folder when you replied!

I been trying to run dont starve and make it compile the anim into a .zip but it wont do that anymore...

is cygwin supposed to help me fix that problem? O.o

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lol I had JUST ran premake.bat and merged the stuff from win32 folder to my mod tools folder when you replied!

I been trying to run dont starve and make it compile the anim into a .zip but it wont do that anymore...

is cygwin supposed to help me fix that problem? O.o

 

Oh, well the issue is that the autocompiler has not been changed. You need to hit Ctrl+Windows and run "cmd". Drag the scml executable from the mod_tools folder to the command promt, then drag the scml file you want converted, then drag the folder you want it to go to to the command promt. Make sure there are spaces between each one and the next.

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Oh, well the issue is that the autocompiler has not been changed. You need to hit Ctrl+Windows and run "cmd". Drag the scml executable from the mod_tools folder to the command promt, then drag the scml file you want converted, then drag the folder you want it to go to to the command promt. Make sure there are spaces between each one and the next.

it isn't working for me unfortunately I have no idea what I might be doing wrong... but heres the mod with the fully finished and working animations... (just can't click them) thanks if you fix it ;)

tinyboxtim.zip

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No trouble, I'm just multitasking. :razz:

is it possible that I might be able to add you on steam (if you have 1) so this thread dont end up being super long? :o

 

I promise I won't bug you xD

 

@debugman18 I'll upload it as is for now and talk to you when you are online again ;)

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This is very likely the same as debugman posted (though I saw no issue of it going invisible or anything similar), but here you go

attachicon.giftinyboxtim.zip

But the bounding box is indeed shifted a bit to the left when he's facing down (and only when):

X25MY8h.png

YOU'VE FIXED IT HAHAAAAH! except now his side view run start animation is glitched up and makes his body view twice :wilson_shocked:

 

post-306905-0-29854800-1398314690_thumb.

his nose duplicates too!

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YOU'VE FIXED IT HAHAAAAH! except now his side view run start animation is glitched up and makes his body view twice :wilson_shocked:

 

attachicon.gifglitchy.png

his nose duplicates too!

Literally the only change in my version of the scml compiler (apart from path manipulation and other portability details not involved in the actual compilation part) is the change in computation of frame sizes, which doesn't affect the frame contents (what you see).

If you're having glitches such as the ones you described, I'd say it's very likely either due to a change in the GitHub version prior to my working on it or due to an issue with the scml file itself, so I can't help you. But I think it's worth looking into the second option, since we compiled roughly 20 animations in Up and Away without issues.

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Literally the only change in my version of the scml compiler (apart from path manipulation and other portability details not involved in the actual compilation part) is the change in computation of frame sizes, which doesn't affect the frame contents (what you see).If you're having glitches such as the ones you described, I'd say it's very likely either due to a change in the GitHub version prior to my working on it or due to an issue with the scml file itself, so I can't help you. But I think it's worth looking into the second option, since we compiled roughly 20 animations in Up and Away without issues.

I would recompile it myself but when I do the click zones are bad...

And the stuff debugman sent me just confused me and I couldn't get it to work right

Idk if I put the wrong stuff in there or didn't move enough things or what

Also could I add you on steam? I wanna add you as contributor (and we can talk about this problem for a few minutes without constantly bumping this thread over and over...)

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Stuff

Say, I'm working on a custom enemy and I understand most of the thing, but I just for the life of me can not figure out where to actually put the file I'm compiling if anywhere specific, and this may just be because I struggle to read anything that isn't fictional or with pictures and learn by example (Anything with more than 3-4 steps I simply can not learn by reading steps. I HAVE to have a demonstration) but I can't see where you said to put them, if you said where to at all. That's about all.

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Say, I'm working on a custom enemy and I understand most of the thing, but I just for the life of me can not figure out where to actually put the file I'm compiling if anywhere specific, and this may just be because I struggle to read anything that isn't fictional or with pictures and learn by example (Anything with more than 3-4 steps I simply can not learn by reading steps. I HAVE to have a demonstration) but I can't see where you said to put them, if you said where to at all. That's about all.

What do you mean with where to put the file? You can put it anywhere. The mod tools work like they always have, if you want to use the autoocompiler you should put the mod_tools folder (the one with the autocompiler and other executables) in the same folder as the dont_starve folder (/some/path/mod_tools, /some/path/dont_starve) and then you just run it (provided the scml is in a subdirectory of exported/). If you prefer to use the scml compiler directly, pass as the first argument the path to the scml file and as the second argument the path to your mod directory.

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