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alright, basically for some reason whenever i try to compile my character, the autocompiler creates the ghost anim files, but not the player's.

i've been looking for a solution to this but i cant find helpful answers anywhere, and i have retried this process 6 times in a row.

image.png

if it's any help, im using the DST version of esctemplate, and i have triple made sure to rename all the files.

 

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Does the autocompiler have any particular message when it fails to compile the character build? That can point you in the direction of what is causing the problem.

Unfortunately a lot of different problems can cause it to fail and it's hard to guess what it is without having the files available. I'd definitely recommend uploading a zip of your mod files here if you're comfortable doing that.

1 hour ago, Chesed said:

Does the autocompiler have any particular message when it fails to compile the character build? That can point you in the direction of what is causing the problem.

Unfortunately a lot of different problems can cause it to fail and it's hard to guess what it is without having the files available. I'd definitely recommend uploading a zip of your mod files here if you're comfortable doing that.

im not sure what the autocompiler says because it automatically closes before i can read anything notable, and i don't know how to stop it from doing that.

 

if it helps, i'll upload the test character here.

(be warned, you will be met with absolutely awful placeholder ms paint assets)

 

test.zip

Edited by velvetmelody
40 minutes ago, velvetmelody said:

im not sure what the autocompiler says because it automatically closes before i can read anything notable, and i don't know how to stop it from doing that.

Yeahhh it's a bit unweildy. As soon as you see anything weird, you have to click on the autocompiler as if you're trying to select text. That makes the autocompiler pause and gives you time to read it.

This is the error.

image.png

This is happening because some of your images are 0-bit or 8-bit images. The autocompiler can't compile these - everything has to be 32-bit.

I was going to list what sprites are effected but it seems that almost all of the changed sprites are like this, so I think it's the fault of the program you're using to make the sprites. You might need to look at your settings and change them and resave everything, very sorry about that.

For reference, all of the transparent sprites are broken, but you can fix them quickly by just replacing them with the transparent versions in "testchar6_cleared". Those are 32 bit.

I hope this solves your issue. If not, I'll be happy to take another look.

____

EDIT: Okay, the broken non-transparent sprites are in "faces" and "headbase_hat" specifically. The other ones you've drawn seem to be ok!

Edited by Chesed
Found the specific broken non-transparent sprites
1 hour ago, Chesed said:

Yeahhh it's a bit unweildy. As soon as you see anything weird, you have to click on the autocompiler as if you're trying to select text. That makes the autocompiler pause and gives you time to read it.

This is the error.

image.png

This is happening because some of your images are 0-bit or 8-bit images. The autocompiler can't compile these - everything has to be 32-bit.

I was going to list what sprites are effected but it seems that almost all of the changed sprites are like this, so I think it's the fault of the program you're using to make the sprites. You might need to look at your settings and change them and resave everything, very sorry about that.

For reference, all of the transparent sprites are broken, but you can fix them quickly by just replacing them with the transparent versions in "testchar6_cleared". Those are 32 bit.

I hope this solves your issue. If not, I'll be happy to take another look.

____

EDIT: Okay, the broken non-transparent sprites are in "faces" and "headbase_hat" specifically. The other ones you've drawn seem to be ok!

thank you! i will try this out and tell you how it goes.

  • Like 1
15 hours ago, Chesed said:

Yeahhh it's a bit unweildy. As soon as you see anything weird, you have to click on the autocompiler as if you're trying to select text. That makes the autocompiler pause and gives you time to read it.

This is the error.

image.png

This is happening because some of your images are 0-bit or 8-bit images. The autocompiler can't compile these - everything has to be 32-bit.

I was going to list what sprites are effected but it seems that almost all of the changed sprites are like this, so I think it's the fault of the program you're using to make the sprites. You might need to look at your settings and change them and resave everything, very sorry about that.

For reference, all of the transparent sprites are broken, but you can fix them quickly by just replacing them with the transparent versions in "testchar6_cleared". Those are 32 bit.

I hope this solves your issue. If not, I'll be happy to take another look.

____

EDIT: Okay, the broken non-transparent sprites are in "faces" and "headbase_hat" specifically. The other ones you've drawn seem to be ok!

alright, i updated all those ones, but now its giving me this?

i'm not entirely sure what it means.

image.thumb.png.9f0ab2f24ecd283cfe31bf5d44c1d57a.png

1 minute ago, Chesed said:

It's the same error as before, so you might have missed some of the images!

If you want you can send me the changed mod and I'll take a look at it, and send it back once I can get it to compile for you?

okie dokietes2.zip

18 minutes ago, Chesed said:

Found the problem: it was some sneaky sprites in the arm_upper folder!

I got the character to compile and they load in properly in-game, so all seems good now!

Let me know if there's any other problems.

TestFixed.zip 5.28 MB · 0 downloads

it works! thank you so much!

and i really mean thank you, ive been trying to get this work for the past week.

so once again, to reiterate, many thanks!

  • Health 1

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