Jump to content

Invisibird


Recommended Posts

Remember when I wanted to have throwable birds as a perk for my Sky character mod? I hit a dead end with that, so I decided to do what I originally planned, tamable tallbirds. Then the guy who did the tallbird mod told me that even s/he couldn't even do that, so I'm settling on the next best thing, a separate smallbird that grows into a teenbird that doesn't grow into a tallbird and ditch you. I've gotten the game to recognize the smallwarbird and teenwarbird, but they don't show up more than a shadow. Did I code things wrong? Or is this a no sell?

smallwarbird.lua

20190920051933_1.jpg

Link to comment
Share on other sites

On 9/24/2019 at 1:27 PM, thomas4845 said:

can you try to use another state graph , this problem only accured for me with my own animations but yours might be problems with either you not spelling things right or that your not reshaping it properly

I doubt it's that, I copied the smallbird's prefab and renamed it to "smallwarbird". The only things I touched was the prefab names and commenting out the things that make it grow into an adult.

Link to comment
Share on other sites

hey, I tested your file in-game only thing I changed was replacing tallwarbird teen build with original since I didn't have it. Both the small bird and teen spawned fine, I let the small bird grow into teen as well and never had any invisible texture throughout

Edited by maliblues
Link to comment
Share on other sites

I made my own version of it from original files with a quick edit to the texture for testing, it's working fine for me. No invisible texture still and small bird grows into teen and then stays a teen as intended.

Also changed it so the small bird grows into the teen bird from the mod, as it was becoming the normal DST teen bird. Removed the growable component from teen as well.

I've attached all files if you want to test if it works for you and check the code. If it's working could then replace with your own textures and test again in-game

20190927095818_1.jpg.ffb73c82a10e4b73b4141060b02c24c8.jpg

 

warbird.zip

Link to comment
Share on other sites

6 hours ago, maliblues said:

I made my own version of it from original files with a quick edit to the texture for testing, it's working fine for me. No invisible texture still and small bird grows into teen and then stays a teen as intended.

Also changed it so the small bird grows into the teen bird from the mod, as it was becoming the normal DST teen bird. Removed the growable component from teen as well.

I've attached all files if you want to test if it works for you and check the code. If it's working could then replace with your own textures and test again in-game

20190927095818_1.jpg.ffb73c82a10e4b73b4141060b02c24c8.jpg

 

warbird.zip

I guess my problem was, all I did take the tex from the anim, converted it into a png, edited that, converted it back into a tex and put it in the original anim. Didn't think there was a way to use the exported folders to make one like a character. Let's say I want to do something like this again, how could I find all the info I need on my own?

Link to comment
Share on other sites

I'm assuming you're asking how did I get the contents in the exported folder. For that you decompile the anim file using krane from ktools. The outcome of this is a spriter project, which is what you see in the exported folder. I did a quick search and found this more detailed tutorial showing the process.

For krane you need an "anim", "build", "atlas-0" file. So for the smallbird I looked at assets the prefab used.

local assets =
{
    Asset("ANIM", "anim/smallbird_basic.zip"),
    --Asset("SOUND", "sound/smallbird.fsb"),
}
local teen_assets =
{
    Asset("ANIM", "anim/ds_tallbird_basic.zip"),
    Asset("ANIM", "anim/tallbird_teen_basic.zip"),
    Asset("ANIM", "anim/tallbird_teen_build.zip"),
    --Asset("SOUND", "sound/smallbird.fsb"),
}

Then located the anim "smallbird_basic", extracted that to get the 3 file types and then the steps on the tutorial for using krane.

Also, some anim files don't provide all file types needed so you have to look in the other assets. For example when I extracted the anim "tallbird_teen_basic", this only provides the "anim" file. So I extracted the anim "tallbird_teen_build" and as the name suggests this provided me with the build and the atlas file.

I then took the two spriter projects from the krane outcome and put them in a folder each and but those two in exported.

 

Edited by maliblues
Link to comment
Share on other sites

1 hour ago, maliblues said:

I'm assuming you're asking how did I get the contents in the exported folder. For that you decompile the anim file using krane from ktools. The outcome of this is a spriter project, which is what you see in the exported folder. I did a quick search and found this more detailed tutorial showing the process.

For krane you need an "anim", "build", "atlas-0" file. So for the smallbird I looked at assets the prefab used.


local assets =
{
    Asset("ANIM", "anim/smallbird_basic.zip"),
    --Asset("SOUND", "sound/smallbird.fsb"),
}
local teen_assets =
{
    Asset("ANIM", "anim/ds_tallbird_basic.zip"),
    Asset("ANIM", "anim/tallbird_teen_basic.zip"),
    Asset("ANIM", "anim/tallbird_teen_build.zip"),
    --Asset("SOUND", "sound/smallbird.fsb"),
}

Then located the anim "smallbird_basic", extracted that to get the 3 file types and then the steps on the tutorial for using krane.

Also, some anim files don't provide all file types needed so you have to look in the other assets. For example when I extracted the anim "tallbird_teen_basic", this only provides the "anim" file. So I extracted the anim "tallbird_teen_build" and as the name suggests this provided me with the build and the atlas file.

I then took the two spriter projects from the krane outcome and put them in a folder each and but those two in exported.

 

That's exactly what I asked for, thanks. I always try to learn something from my help posts.

Though, now I want an opinion. Should I have it so that the smallwarbird is hatchable or have it spawn in alongside Sky? What about death? Should I make it drop another egg when it dies, have it respawn days later, or have no way to get it back?

Link to comment
Share on other sites

No problem, glad I could help.

I think hatching is a good idea, from what I remember small birds can die easily due to low health and following the player and attacking the players target. So if you had a special egg for your war bird variety that the character can hatch when they are ready and have a base/safe spot then it would be more likely to survive. With a longer perish time compared to a normal tall bird egg, so it can still spoil if taken too long. Also I would consider adding more damage to the teen bird, I think an adult does 50 and whenI was testing in-game I had a hound attack and the teen bird didn't make it. Perhaps being 50 damage would give it a slightly better chance.

I'm not sure about dropping another egg upon death but would still need to think of a way for the player to have an egg again

Edited by maliblues
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...