Ghost_starved Posted February 21, 2021 Share Posted February 21, 2021 I am creating a character mod for DST. I go into the spriter, edit the character, but nothing changes when I enter the game, what should I do? Link to comment Share on other sites More sharing options...
IronHunter Posted February 21, 2021 Share Posted February 21, 2021 Spriter files when compiled create a: Bank (.anim) Build (.build) Atlas (.tex) The Bank is what dictates the animations and positions of symbols at any given time in game, by default the bank for player characters is wilson, as such any changes you make in a sample template like esctemplate will have no visible effects in game unless you play your custom animation. Modifying existing animations is a nearly insurmountable mountainous amount of work, so much so that literally almost nobody has tried and all that have given up trying to edit the existing animations. When it comes to spriter files your best ability to inject some visible modifications is to edit your texture positions in their respective .png files and also edit the pivot points for said symbols in the .scml. This means that unless your compiled bank contains unique custom animations you can freely delete it from your .zip folder without having any problems. The Build is what dictates where your symbols are in your Atlas, functionally its a fancier version of the .xml files that you'll see for other images. A giant list of all your symbols and their properties. The only real nobs you have to work with with the Build is: Adding/removing existing symbols that exist in the wilson Bank. Modifying the pivot points of your symbols Modfiying the image dimensions of your symbols All of these can be freely edited by opening up your .scml in a text editor or doing so in spriter's interface. Some basic familiarity with .xml files is a boon but not necessary. The Atlas is a spritesheet of all your compiled textures, it caps out at 2048x2048, if your textures are very large it'll create more than one in order to fit them all for your character. The Build will reference each individual spritesheet and the location of the symbols in them. 1 Link to comment Share on other sites More sharing options...
Ghost_starved Posted February 21, 2021 Author Share Posted February 21, 2021 Can I write to you in private messages? Link to comment Share on other sites More sharing options...
IronHunter Posted February 21, 2021 Share Posted February 21, 2021 Feel free, I cannot guarantee when I'll respond as I do work 5 days a week and only check here every so often. But I'll do what I can. Just now, Ghost_starved said: Can I write to you in private messages? 1 Link to comment Share on other sites More sharing options...
Ghost_starved Posted February 21, 2021 Author Share Posted February 21, 2021 What programs open these files? Link to comment Share on other sites More sharing options...
IronHunter Posted February 21, 2021 Share Posted February 21, 2021 (edited) You cannot open or edit a .anim file its compiled and not designed to be edited. You can use the buildrenamer tool for renaming a build and the texttool to open and convert .tex files into .pngs However the bulk of what seems to be what you want to do is edit the .scml file I am guessing which can be done in almost any text editor or spriter. What is it again you are trying to accomplish? Edited February 21, 2021 by IronHunter 1 Link to comment Share on other sites More sharing options...
Ghost_starved Posted February 21, 2021 Author Share Posted February 21, 2021 (edited) So, apparently my character will be without a bag :ссссс Edited February 21, 2021 by Ghost_starved Link to comment Share on other sites More sharing options...
IronHunter Posted February 21, 2021 Share Posted February 21, 2021 Are you trying to add a backpack to your character's model? or a side bag? Why not make that a item instead? 18 minutes ago, Ghost_starved said: So, apparently my character will be without a bag :ссссс 1 Link to comment Share on other sites More sharing options...
Ghost_starved Posted February 21, 2021 Author Share Posted February 21, 2021 This is part of the costume, I would not want to change it. Plus, I don't know much about programming. Link to comment Share on other sites More sharing options...
IronHunter Posted February 21, 2021 Share Posted February 21, 2021 1 minute ago, Ghost_starved said: This is part of the costume, I would not want to change it. Plus, I don't know much about programming. Well you can just Bake the bag into the torso texture? 1 Link to comment Share on other sites More sharing options...
Ghost_starved Posted February 21, 2021 Author Share Posted February 21, 2021 and it certainly cannot be changed in any other way? she will not be seen because of her beard Link to comment Share on other sites More sharing options...
IronHunter Posted February 21, 2021 Share Posted February 21, 2021 (edited) 2 minutes ago, Ghost_starved said: and it certainly cannot be changed in any other way? Well you can add the SWAP_BODY symbol to your character's build that is the same symbol used for the backpack. However if you are not comfortable with even basic editing of the .scml file or using spriter that is a bit more in depth. Like I said you'll be stuck with the vanilla animations, and have to make your textures and build fit it. Edited February 21, 2021 by IronHunter 1 Link to comment Share on other sites More sharing options...
Ghost_starved Posted February 21, 2021 Author Share Posted February 21, 2021 (edited) okay, I already realized that you can't really help me Life its Pain Edited February 21, 2021 by Ghost_starved Link to comment Share on other sites More sharing options...
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