Arkathorn Posted October 7, 2015 Share Posted October 7, 2015 I am currently developing a mod that involves procedurally generated prefabs, but have run into an issue. Everything is working fine, except for one thing: The prefabs that use a reconstituted version of the golden pickaxe's animation can not be selected! (That is to say, mousing over them does not display a name, or apply the slight white tinge of moused over objects) Again, this is occurring for multiple prefabs, but only those using a derivative of the golden pickaxe animation. I have even tried creating a fresh *.scml file, in vain. This leads me to conclude that it is caused by having a rotated sprite in the animation. Can anyone confirm or supplant this? (It is worth noting that while the prefab cannot be selected while on the ground, it can still be picked up using the spacebar; aditionally all other functionality is intact, including the animation) Another question, does anyone know where the *.anim file is for the vanilla assets' swap animations? They contain only *.tex and *.build files. Otherwise, does anyone know how I can decompile or replicate them? (With different build/bank names) Link to comment Share on other sites More sharing options...
Mobbstar Posted October 7, 2015 Share Posted October 7, 2015 You don't hate the animation engine, you hate the animation compiler. You are correct, rotating sprites breaks the hitbox boundaries. Or more accurately, it cuts the hitbox off for reasons oblivious to me. Swap doesn't use banks, as they are solely symbols useable by other animations (such as the common player banks). Link to comment Share on other sites More sharing options...
Arkathorn Posted October 7, 2015 Author Share Posted October 7, 2015 Thanks, Mobbstar. So what should I do? Rotate the texture itself? And for swaps, same question. How can I replicate them for different textures and prefabs? Link to comment Share on other sites More sharing options...
Mobbstar Posted October 7, 2015 Share Posted October 7, 2015 Thanks, Mobbstar. So what should I do? Rotate the texture itself? And for swaps, same question. How can I replicate them for different textures and prefabs? If it's the same rotation at all times, yes. If it spins, no. As for swaps... I hope this helps, because I can't. Link to comment Share on other sites More sharing options...
Arkathorn Posted October 13, 2015 Author Share Posted October 13, 2015 For future reference, do you know if this applies to the entire animation, or just the rotated component? (I may want to have swinging things on a structure) Link to comment Share on other sites More sharing options...
Mobbstar Posted October 13, 2015 Share Posted October 13, 2015 For present reference, you can check out the electric fan in IRU. From what I can tell, the Steam Tools compiler makes a vertikal and horizontal cut through the hitbox. The more you rotate a symbol, the farther those cuts wander up/left. Only the upper left quarter stays in the hitbox, the rest is discarded. Link to comment Share on other sites More sharing options...
Arkathorn Posted October 13, 2015 Author Share Posted October 13, 2015 Wait, what? Can you sketch a diagram, like with MSPaint or something? Link to comment Share on other sites More sharing options...
Mobbstar Posted October 13, 2015 Share Posted October 13, 2015 [reference]Sadly I deleted the image showcasing this. Here's a simple sketch:EDIT: This is all I can show about this matter. I'm sorry. Link to comment Share on other sites More sharing options...
Arkathorn Posted October 13, 2015 Author Share Posted October 13, 2015 But what determines the position of the cut-lines? Link to comment Share on other sites More sharing options...
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