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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

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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?

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.

 

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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.

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?

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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.

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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?

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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

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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?

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. 

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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

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.

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 by Yakuzashi
Edit:...
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?

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