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[HELP] ANIM plays weird after compile


SrJardel

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Hi, this is my first topic here.

A few hours ago I knew nothing about DS modding.

 

Then I wanted to use a mod, but I didn't like the texture chosen by the modder, then I searched around to find a way to change it myself.

 

I did everything ok, got the textures and anim from another mod, decompiled the anim/***.zip, loaded scml on Spriter, made some adjusts and then recompiled it with scml.exe from DS Mod Tools.

 

It loads ok, I can see and can also configure it on DS Mods menu, all my customizations are working well.

 

It is a container mod, and the problem is with the "close" animation. It plays fine on Spriter, but when I compile it I got a different animation ingame. The container closes, but I can still see an raised cover behind it.

 

Everytime I decompile the file, the animation plays this weird way on Spriter. No matter how many times I correct it, when I compile the scml it screw up that specific animation again.

 

Any thoughts?

 

I spent many time messing with scripts/prefabs/***.lua until I realize the problem was the one described here.

 

Thanks in advance.

 

P.S.: Although I dont have modder's consent to modify it, I dont plan to upload it by any means, I just wanted to play it my way without doing any harm to their files nor ripping and distributing it.

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Sounds like timeline issues. Not even kidding.

 

But before we delve into this mad science, is your alternative texture bigger than the used one? If not, you can just replace one for the other in atlas-0.tex without de- and recompiling the whole animation. You can decompile tex files using matts tools or the ktools.

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Sounds like timeline issues. Not even kidding.

 

But before we delve into this mad science, is your alternative texture bigger than the used one? If not, you can just replace one for the other in atlas-0.tex without de- and recompiling the whole animation. You can decompile tex files using matts tools or the ktools.

 

I appreciate your help, but I suppose it will not work because the original mod have only three images inside tex, and two animations, "open" and "closed", and they are static. (The third image is a tiny one and not used at all.)

 

The ones I want to use has five images, and six animations which are: burnt, close, closed, hit, open and place. ("Burnt" is not being used at all, since the container is fireproof.)

 

Each animation works perfectly, with the exception of the "close" one.

 

For now I set the mod to use "closed" instead, and I must admit it is not a big downside, but, despite the fact I think it is weird that specific animation data on scml being possibly altered while compiling, I thought it would be worth a shot to ask here since this awesome forums is where yesterday I learned almost everything I know about DS modding until now.

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I forgot to state that changing build name is not working, the container just dont spawn and I dont see any error/message on console.

This is why I needed to redo the whole asset.

 

(For some reason I cant edit my previous post, sorry for double.)

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[solved]
 
I took the textures and did the animation work from scratch, frame per frame. After testing it for the first time, things got even more weird ingame. I came back on Spriter and realized I forgot to disable "loop" on some animations. Tested again and everything works fine now.
 
So, I've also noticed that for some reason, the scml I got after decompile the bank with the textures I wanted to use, had "loop" set to "on" when loaded on Spriter.
 
It can be one of the following.:

  • an issue.
  • a default Spriter setting when loading files.
  • the mod animation were set this way by the modder.

Either way, it was preventing the animation from playing like it should ingame, and also most likely causing the mess on scml metadata after decompiling.
 
I would like to say thanks to Mobbstar again for the effort on trying to help, and the whole DS community.

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