madzohan Posted February 11, 2023 Share Posted February 11, 2023 (edited) Hello everyone, newbie here Original problem: adjust UpgradeModulesDisplay widget to show 20 chips lua code taken and adjusted from https://steamcommunity.com/sharedfiles/filedetails/?id=2801144962 but I don't get how he adjusted widget, so after searching tons of webpages, seems like done it but in different way I guess and now it doesn't work What I have done: Got fresh status_wx.zip from C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\data\anim Decompiled using Quote krane.exe anim.bin build.bin exported Changed animations using Spriter (seems ok, but it was a first time I've used this app ... so mb problem there idk) Renamed project to status_wx_madzohan.scml used this name to UIAnim objects (like :SetBank("status_wx_madzohan") or :SetBuild("status_wx_madzohan")) in AddClassPostConstruct("widgets/upgrademodulesdisplay", function(self, ...) self.battery_frame = self:AddChild(UIAnim()) self.battery_frame:GetAnimState():SetBank("status_wx_madzohan") self.battery_frame:GetAnimState():SetBuild("status_wx_madzohan") self.battery_frame:GetAnimState():PlayAnimation("frame") self.battery_frame:GetAnimState():AnimateWhilePaused(false) self.energy_backing = self:AddChild(UIAnim()) self.energy_backing:GetAnimState():SetBank("status_wx_madzohan") self.energy_backing:GetAnimState():SetBuild("status_wx_madzohan") self.energy_backing:GetAnimState():PlayAnimation("energy3") self.energy_backing:GetAnimState():AnimateWhilePaused(false) self.energy_blinking = self:AddChild(UIAnim()) self.energy_blinking:GetAnimState():SetBank("status_wx_madzohan") self.energy_blinking:GetAnimState():SetBuild("status_wx_madzohan") self.energy_blinking:GetAnimState():PlayAnimation("energy2") self.energy_blinking:GetAnimState():AnimateWhilePaused(false) self.anim = self:AddChild(UIAnim()) self.anim:GetAnimState():SetBank("status_wx_madzohan") self.anim:GetAnimState():SetBuild("status_wx_madzohan") self.anim:GetAnimState():PlayAnimation("energy1") self.anim:GetAnimState():AnimateWhilePaused(false) self.chip_objectpool = {} for _ = 1, 20 do local chip_object = self:AddChild(UIAnim()) chip_object:GetAnimState():SetBank("status_wx_madzohan") chip_object:GetAnimState():SetBuild("status_wx_madzohan") chip_object:GetAnimState():AnimateWhilePaused(false) chip_object:GetAnimState():Hide("plug_on") chip_object._power_hidden = true chip_object:MoveToBack() chip_object:Hide() table.insert(self.chip_objectpool, chip_object) end self.chip_poolindex = 1 end) Run DST so autocompiler got it from exported and zipped to anim folder enabled mod in server's mods section & started brand new localhost game wx chosen; battery frame appeared but seems like broken: only six default slots in static full "energy1" state without any animations ... Heeeeelp I've uploaded whole mod with exported and anim folders ... Thanks in advance! UPD Ok seems the main problem in step 3 ... deleted Spriter , opened in text editor and compared with original found differences ... trying to adapt changes ... wx_20_slots.zip Edited February 12, 2023 by madzohan upd Link to comment https://forums.kleientertainment.com/forums/topic/146012-trying-to-apply-adjusted-animations-in-wx-robot-enhancement-2801144962-mod/ Share on other sites More sharing options...
madzohan Posted February 12, 2023 Author Share Posted February 12, 2023 (edited) OK I've done it Edited February 19, 2023 by madzohan update Link to comment https://forums.kleientertainment.com/forums/topic/146012-trying-to-apply-adjusted-animations-in-wx-robot-enhancement-2801144962-mod/#findComment-1620788 Share on other sites More sharing options...
madzohan Posted February 19, 2023 Author Share Posted February 19, 2023 (edited) Rebuild `status_wx.zip` guide (No GUI = no Spriter, only text editor = only hardcore!) 1) Copy modded `status_wx.zip` from https://steamcommunity.com/sharedfiles/filedetails/?id=2795674138 or original from `C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\data\anim` 2) Donwload https://github.com/ZzzzzzzSkyward/DSTmodutils as zip file, you will need two folders: 2.1) https://github.com/ZzzzzzzSkyward/DSTmodutils/tree/master/AnimBuilder 2.2) https://github.com/ZzzzzzzSkyward/DSTmodutils/tree/master/ktools 3) Open Powershell in unziped `status_wx` folder 3.1) `."C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\buildtools\windows\Python27\python2.exe" "PATH_TO_AnimBuilder\deanim.py" .\anim.bin` 3.1.1) in result you will have `anim.bin.xml` , rename it to `anim.xml` 3.2) `\ktools-4.4.4\krane.exe anim.bin build.bin exported` 3.2.1) in result inside `exported` you will have folders with png images (keep them) and with `status_wx.scml` (remove it) 3.3) `."C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\buildtools\windows\Python27\python2.exe" "PATH_TO_AnimBuilder\debuild.py" .\build.bin` 3.3.1) in result you will have `build.bin.xml` , rename it to `build.xml` 3.3.2) open it with text editor 3.3.2.1) `<Build name="status_wx.scml">` replace with `<Build name="status_wx">` 3.3.2.1) Insert folders path (from 3.2.1) to all `image` props ... for example: `image="movespeed_chip-0"` change to `image="movespeed_chip/movespeed_chip-0"` 4) Move in `some_new_dir`: `build.xml`(from 3.3), `bee_chip ... taser_chip` (folders from 3.2) 4.1) create zip archive from `some_new_dir` -> `some_new_dir.zip` 5) `."C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\buildtools\windows\Python27\python.exe" "C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\tools\scripts\buildanimation.py" some_new_dir.zip` 5.1) in result you will have `.\data\anim\some_new_dir.zip` 6) open `build.xml` in your text editor and adjust `frame`s `y` prop (frame doesn't scales vertically so you have to redraw `frame-0.png` ... GIMP? Photoshop? etc.): ``` <Frame duration="1" framenum="0" h="361.0" image="frame/frame-0" w="342.0" x="110.351776123" y=""/> ``` 6.1) `."PATH_TO_AnimBuilder\enanim.py .\anim.xml` 6.2) open `anim.xml` in your text editor and prepend your frames due to number of desired slots (their `m_ty` position shift) 6.3) in result you will have `anim.bin`, insert it to `some_new_dir.zip` 7) rename `some_new_dir.zip` to `status_wx.zip`, replace `status_wx.zip` in your mod's anim folder Profit! Edited February 19, 2023 by madzohan 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/146012-trying-to-apply-adjusted-animations-in-wx-robot-enhancement-2801144962-mod/#findComment-1621242 Share on other sites More sharing options...
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