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As the title says. It opened the command prompt and created a zip with the images and xml files in the file where I put the scml, but there's nothing in the anim file. I used it before and it didn't exactly work as intended, but this time it didn't create the animation zip at all. Please help.

Okay, this is way above my level but I took a look at it.

The autocompiler doesn't like something about how you've set up your project. It can't find your sprites. Not even Spriter can find your sprites when I open it on my end, so something extremely odd is going on.

image.png.f62f7eedcce266e661eb0de47e5b7141.png

image.png.c7237dcbadacc9d16eece028ce1709cb.png

Your sprites are just all sitting in a single folder together which is really strange. Typically each body part has a folder with all of its sprites inside, so that might be why it's not working? I have no idea, I've never made a build for a custom creature from scratch.

I'm getting the impression from your posts about this mod that it's one of your first mods. I don't want to put you off, but are you aware that creating a new mob with a custom build and your own animations is extremely difficult to do as a first project for DST? I heavily recommend ripping the sprites and build of something like a kitcoon and playing around with that before you dive immediately into trying to port assets from Rainworld into DST.

Edited by Chesed
3 hours ago, Chesed said:

Okay, this is way above my level but I took a look at it.

The autocompiler doesn't like something about how you've set up your project. It can't find your sprites. Not even Spriter can find your sprites when I open it on my end, so something extremely odd is going on.

image.png.f62f7eedcce266e661eb0de47e5b7141.png

image.png.c7237dcbadacc9d16eece028ce1709cb.png

Your sprites are just all sitting in a single folder together which is really strange. Typically each body part has a folder with all of its sprites inside, so that might be why it's not working? I have no idea, I've never made a build for a custom creature from scratch.

I'm getting the impression from your posts about this mod that it's one of your first mods. I don't want to put you off, but are you aware that creating a new mob with a custom build and your own animations is extremely difficult to do as a first project for DST? I heavily recommend ripping the sprites and build of something like a kitcoon and playing around with that before you dive immediately into trying to port assets from Rainworld into DST.

Oh that's probably because I put the sprites into a folder. Cut and paste the sprites out of the folder they are in and put them into the same folder as the scml file. I just put them in there to not create as much clutter when extracting the zip.

Done. It's currently failing to compile because your sprites have a bit depth of 8. They need a bit depth of 32.

(I'm not able to fix it and test if there's any more issues, I have to go to work and I'm hoping it will just compile with that fixed.)

Edited by Chesed
10 minutes ago, Chesed said:

Done. It's currently failing to compile because your sprites have a bit depth of 8. They need a bit depth of 32.

(I'm not able to fix it and test if there's any more issues, I have to go to work and I'm hoping it will just compile with that fixed.)

I'm sorry but I'm not familiar with bit depth. Last time I made the animations, I thought they turned out wonky because the sprites were too big so I sized them down this time.

2 minutes ago, Chesed said:

In that case, I have a few minutes so I just dragged them into Paint and resaved them for you. It at the very least compiles for me now.

slugcat.zip 49.35 kB · 0 downloads

Thank you very much. I added the new files into the mod's anim folder but there seems to be a new problem. I am able to turn on the mod for my world and adopt the critter with no problems, but I can't see it. The game does the effect when adopting it and I can see its shadow, it follows me around like normal, but I can't see it or interact with it. I imagine it must be because the code of the mod I copied from doesn't work with the way I did my animations? I have no expertise in this area, but this seems to be the final hurdle to getting this thing working. Is there some info on how animation files are used in the code of dst? I looked around a bit but couldn't find much.

13 hours ago, rozwlek said:

. Is there some info on how animation files are used in the code of dst? I looked around a bit but couldn't find much.

Not really. There is no dedicated animation tutorial that I can find, only templates.

Stuff like animation builds and stategraphs (the code that tells your guy what animation to do in which situations) are generally covered in tutorials for making custom mobs. (I recommend the first one particularly.) You might be able to figure out what you're missing by looking at them.

I'm afraid that someone more knowledgable is going to have to help you from here: I don't know enough about custom mobs to feel confident giving you advice, because it will probably be wrong. X)

Edited by Chesed
2 hours ago, Chesed said:

Not really. There is no dedicated animation tutorial that I can find, only templates.

Stuff like animation builds and stategraphs (the code that tells your guy what animation to do in which situations) are generally covered in tutorials for making custom mobs. (I recommend the first one particularly.) You might be able to figure out what you're missing by looking at them.

I'm afraid that someone more knowledgable is going to have to help you from here: I don't know enough about custom mobs to feel confident giving you advice, because it will probably be wrong. X)

Thanks a million. You've helped me so much.

  • Health 1

I think I've found the issue. Maybe. It says in the logs "Could not find anim build FROMNUM". I looked around but couldn't find anyone who solved the issue. Is there a way to fix this, and is the fromnum even related to the invisibility problem?

I also did a cursory search of the error message and 1. every single person I see mention it also has invisible sprites, so I'd guess this is why it's happening 2. it looks like for some reason the game cannot find your build. It could be that something is misnamed, not being called properly, or there is a syntax error.

I don't think this is an issue someone can solve without having your mod available to look at. I'm also not sure if I'd be able to fix it myself.

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