AndRay Posted September 29, 2020 Share Posted September 29, 2020 I'm very new to the modding scene and just followed a tutorial to try and create the ingame idle animations. I'm adding a new fruit into the game, and I managed to get its idle animation working, but the cooked version doesn't, I followed these steps: created a new Spriter project in the respective exported subfolder, put the assets inside another subfolder with the same name, renamed the animation bank and title to the prefab name and "idle", respectively, and imported the assets in the code. After opening the game, one of them is succesfully compiled and the other doesn't (but the autocompiler does not stay open for enough time so I can see the error code) I checked the auxiliary .xml files that the game generates and they are near-identical, save for the asset and bank/animation names. When I create a world with the mod active, it crashes post-generation due to the missing asset (that failed to compile). Putting a dummy .zip asset makes the game start with no issues, but the objects are lacking an idle animation as expected. So, a few questions. Can someone take a look at my code and animations and see if I goofed something up? Also, can someone tell me if it's possible to open the autocompiler from the command prompt without the game? (So I can see the error code) Masterchef.zip Link to comment https://forums.kleientertainment.com/forums/topic/122127-two-near-identical-animations-created-one-compiles-and-the-other-doesnt/ Share on other sites More sharing options...
Yakuzashi Posted October 2, 2020 Share Posted October 2, 2020 Gonna take a look tomorrow. Stay tuned and motivated. Cheers! Link to comment https://forums.kleientertainment.com/forums/topic/122127-two-near-identical-animations-created-one-compiles-and-the-other-doesnt/#findComment-1376517 Share on other sites More sharing options...
Yakuzashi Posted October 2, 2020 Share Posted October 2, 2020 Ad 1 I think the name causes the problem. It seems like the "grape" part makes autocompiler skip on of exported folders. You can use 1 exported folder for both animations or change the name of second exported folder to something different (for instance: grape and cookedgrape [instead of grape_cooked]). Ad 2 Lately, I have been starting autocompiler from "...\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools", it saves a minute or two. Cheers! Link to comment https://forums.kleientertainment.com/forums/topic/122127-two-near-identical-animations-created-one-compiles-and-the-other-doesnt/#findComment-1376545 Share on other sites More sharing options...
AndRay Posted October 2, 2020 Author Share Posted October 2, 2020 Thanks a lot for the answers! I did not know that you can rename the exported folders, and I also did not know that you could just open the autocompiler (I tried the other one and it didn't work) so that's great! I could finally see the error message from it. After a bit of cmd debugging, the autocompiler error was a failure to export the .png image. After a bit of messing around in GIMP, I realized it works if you export the default way, but not if you tweak some settings (which is a bit sad). Link to comment https://forums.kleientertainment.com/forums/topic/122127-two-near-identical-animations-created-one-compiles-and-the-other-doesnt/#findComment-1376627 Share on other sites More sharing options...
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