Belligerent. Posted February 5, 2020 Share Posted February 5, 2020 (edited) I know how to make the images tex but forgot what tool i need to convert them to bin? any help? Edited February 8, 2020 by Belligerent. 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/ Share on other sites More sharing options...
Yakuzashi Posted February 6, 2020 Share Posted February 6, 2020 I am not sure what are you trying to achieve, but... The Spriter file (with it's connected .png files) is converted into a .zip inside of anim folder. Usually there are 3 files in this .zip: anim.bin, atlas-0.tex and build.bin. For instance if you decompile axe.zip (from game's anims folder) you got [attachment .zip] folder or folders containing images and .SCML file (from Spriter). When you make a mod you need to place properly created folder inside of exported folder to let the game autocompile it and place into anim folder. Whenever you want to decompile .zip you need ktools. help.zip 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1304910 Share on other sites More sharing options...
Belligerent. Posted February 6, 2020 Author Share Posted February 6, 2020 19 hours ago, Yakuzashi said: I am not sure what are you trying to achieve, but... The Spriter file (with it's connected .png files) is converted into a .zip inside of anim folder. Usually there are 3 files in this .zip: anim.bin, atlas-0.tex and build.bin. For instance if you decompile axe.zip (from game's anims folder) you got [attachment .zip] folder or folders containing images and .SCML file (from Spriter). When you make a mod you need to place properly created folder inside of exported folder to let the game autocompile it and place into anim folder. Whenever you want to decompile .zip you need ktools. help.zip I do not wish to decompile any of the anim files. I am trying to convert a normal image file (.png) into the .bin file that items use for their ground sprite. Im not sure if there are any extra steps required to make the anim.bin for a tool but im just trying to make a normal item & I did not quite understand what you said in your reply. I believe i might have misunderstood what you said and if that is the case could you please reword/elaborate what you said? Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1305108 Share on other sites More sharing options...
Yakuzashi Posted February 7, 2020 Share Posted February 7, 2020 I know my English is quite bad. I assume that you are using the older method that required editing the .png (coded with .tex) inside of a anim.zip (or something like that). I would recommend you to use Malacath's tutorial dedicated to the topic of handslot equippable items. The tutorial covers the basic use of the Spriter and by analogy it will also explain how to make any other item type existing in the DST world. 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1305308 Share on other sites More sharing options...
Belligerent. Posted February 7, 2020 Author Share Posted February 7, 2020 5 hours ago, Yakuzashi said: I know my English is quite bad. I assume that you are using the older method that required editing the .png (coded with .tex) inside of a anim.zip (or something like that). I would recommend you to use Malacath's tutorial dedicated to the topic of handslot equippable items. The tutorial covers the basic use of the Spriter and by analogy it will also explain how to make any other item type existing in the DST world. 1: I am not using any method to create an anim.bin because i do not know how to make one in the first place. When I mentioned the .tex file in my post up above I was just referencing how I knew how to make the rest of the item but just not the anim.bin 2: After looking through all of the tutorial I notice that Spriter only showed me how to do 2 things: Add a pivoting animation & make the build.bin? I've made a few items before and I do not recall having to use spriter whatsoever. Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1305393 Share on other sites More sharing options...
Yakuzashi Posted February 7, 2020 Share Posted February 7, 2020 Spriter gives you ability to create: anim.bin, atlas-0.tex and build.bin at once. I think those 3 parts inside anim.zip are highly correlated and it's hard to extract one without changing another. 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1305507 Share on other sites More sharing options...
Belligerent. Posted February 8, 2020 Author Share Posted February 8, 2020 On 2/7/2020 at 2:40 PM, Yakuzashi said: Spriter gives you ability to create: anim.bin, atlas-0.tex and build.bin at once. I think those 3 parts inside anim.zip are highly correlated and it's hard to extract one without changing another. I see. So once im done maknig my .scml where do i put it to compile it into the anim.zip? 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306021 Share on other sites More sharing options...
Yakuzashi Posted February 8, 2020 Share Posted February 8, 2020 Into the exported folder inside your main mod folder 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306063 Share on other sites More sharing options...
Belligerent. Posted February 8, 2020 Author Share Posted February 8, 2020 7 minutes ago, Yakuzashi said: Into the exported folder inside your main mod folder what do you mean by "exported folder"? Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306068 Share on other sites More sharing options...
Yakuzashi Posted February 8, 2020 Share Posted February 8, 2020 You need to create a folder inside the main mod one. You call it "exported" and then place folders with .scml and images in .png inside. Autocompiler will turn this folder inside exported into .zip but in the "anim" folder. Game can see things inside of anim (.zip), and exported folder is just for your convenience. 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306072 Share on other sites More sharing options...
Belligerent. Posted February 8, 2020 Author Share Posted February 8, 2020 10 minutes ago, Yakuzashi said: You need to create a folder inside the main mod one. You call it "exported" and then place folders with .scml and images in .png inside. Autocompiler will turn this folder inside exported into .zip but in the "anim" folder. Game can see things inside of anim (.zip), and exported folder is just for your convenience. so to make a complete & functional anim.zip (a build.bin, anim.bin & atlas-0.tex) what all must i put inside the exported folder? 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306075 Share on other sites More sharing options...
Yakuzashi Posted February 8, 2020 Share Posted February 8, 2020 Just take a look at this. You need to create a folder inside exported. Name it as you wish, then add another folder for clarity and put .png inside. Then you can proceed to make .scml file. It's self explanatory if you will look at the attachment. exported.rar 1 2 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306077 Share on other sites More sharing options...
Belligerent. Posted February 9, 2020 Author Share Posted February 9, 2020 17 minutes ago, Yakuzashi said: Just take a look at this. You need to create a folder inside exported. Name it as you wish, then add another folder for clarity and put .png inside. Then you can proceed to make .scml file. It's self explanatory if you will look at the attachment. exported.rar i did it. now how exactly do i turn this folder into the .zip? Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306085 Share on other sites More sharing options...
Yakuzashi Posted February 9, 2020 Share Posted February 9, 2020 Autocompiler does. You need to download "Don't Starve Mod Tools" from Steam tools library. This tutorial brings the topic closer together with other basic stuff: 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306088 Share on other sites More sharing options...
Belligerent. Posted February 9, 2020 Author Share Posted February 9, 2020 29 minutes ago, Yakuzashi said: Autocompiler does. You need to download "Don't Starve Mod Tools" from Steam tools library. This tutorial brings the topic closer together with other basic stuff: So I did exactly as u said by putting the itemname folder in a folder called exported in the folder of the mod itself and autocompiled it both ways (I already had mod tools and ran it a bunch of times the normal way but also ran autocompiler.exe) and both times the scml & png did not change. 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306095 Share on other sites More sharing options...
Yakuzashi Posted February 9, 2020 Share Posted February 9, 2020 Send me the mod and the adequate .png file. I will make it for you, then you will be able to learn from it. 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306096 Share on other sites More sharing options...
Belligerent. Posted February 9, 2020 Author Share Posted February 9, 2020 23 minutes ago, Yakuzashi said: Send me the mod and the adequate .png file. I will make it for you, then you will be able to learn from it. the png should be in the exported folder Niggles Hell - 1.zip Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306100 Share on other sites More sharing options...
Yakuzashi Posted February 9, 2020 Share Posted February 9, 2020 Well, apparently you made a mistake while creating .scml. I have fixed it already, but I don't think it was causing the problem in the first place. Anyway, should work fine from now. Niggles Hell.rar 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306148 Share on other sites More sharing options...
Belligerent. Posted February 9, 2020 Author Share Posted February 9, 2020 1 hour ago, Yakuzashi said: Well, apparently you made a mistake while creating .scml. I have fixed it already, but I don't think it was causing the problem in the first place. Anyway, should work fine from now. Niggles Hell.rar Alright, thank you. What exactly do I do with the "animation & build.xml"? I think its safe to assume that there is an extra step to convert them to .bin without just changing the file extension manually Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306169 Share on other sites More sharing options...
Yakuzashi Posted February 9, 2020 Share Posted February 9, 2020 Autocompiler will take care of everything, if spriter (.scml file) is made correctly. In case autocompiler doesn't work on game launch then go to: ...\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools--->autocompiler 1 Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306184 Share on other sites More sharing options...
Belligerent. Posted February 9, 2020 Author Share Posted February 9, 2020 11 hours ago, Yakuzashi said: Autocompiler will take care of everything, if spriter (.scml file) is made correctly. In case autocompiler doesn't work on game launch then go to: ...\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools--->autocompiler autocompiler gives me .xml files. Im asking what i do with the the xml files to turn them into .bin files, unless im not supposed to do that. Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306289 Share on other sites More sharing options...
Yakuzashi Posted February 9, 2020 Share Posted February 9, 2020 (edited) Autocompiler changes .png inside os .scml into anim.zip that contains anim.bin, build.bin and atlas-0.tex. There's nothing to do with .xml files. You edit .xml with notepad++ for instance or any other text program. Edit: I have sent you fixed version of your mod, so by analogy you can recreate my actions. Edited February 9, 2020 by Yakuzashi Edit:... Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306302 Share on other sites More sharing options...
Belligerent. Posted February 9, 2020 Author Share Posted February 9, 2020 1 hour ago, Yakuzashi said: Autocompiler changes .png inside os .scml into anim.zip that contains anim.bin, build.bin and atlas-0.tex. There's nothing to do with .xml files. You edit .xml with notepad++ for instance or any other text program. Edit: I have sent you fixed version of your mod, so by analogy you can recreate my actions. Well the zip doesnt have the .bins or the .tex. It has 2 .xml files and a .png file. Do i need to compile it again or something? Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306320 Share on other sites More sharing options...
Yakuzashi Posted February 9, 2020 Share Posted February 9, 2020 I don't know what's the matter then. Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306322 Share on other sites More sharing options...
Belligerent. Posted February 10, 2020 Author Share Posted February 10, 2020 6 hours ago, Yakuzashi said: I don't know what's the matter then. the problem is that im trying to make a .bin and youve given me a .xml Link to comment https://forums.kleientertainment.com/forums/topic/115490-animbin/#findComment-1306399 Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now