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i've been trying to compile the animation for my mod and it just straight up doesn't compile some symbols properly, with them missing sprites, even if they exist currently in either tex files

Spoiler

i'm sure the .scml file might be confusing, so i'll try to explain what i'm doing (or trying to do...). so, i made a mod that adds a cursor that renders in-game and changes states, and it uses animation files, instead of atlases and images as you might've expected. the way the mod works currently, is it checks for the texture name (e.g.: "wx", "maxwell", etc.) and texture scale ("_32", "_48", etc.) and looks for the animation within an entity with the matching description ("wx_96", "wormwood_32"). then, the mod checks every couple of frames for an "interaction" and hides/shows the respective states

the reason for using animations is that it's infinetely easier for me to add more whenever i feel, and it is a lot easier to adjust the hot-spots, as i can just use the pivot point as sort of one. i'd rather not try to switch back to atlas/image files because it'll add a monumental amount of work to my pile

i've been using this site to test out the animation files (thank god for this, honestly)

so does anyone know why the anim compiler is behaving so weirdly? am i just stupid, or am i pushing the limits of what the compiler can do? idk man :[

i'll be leaving the folder, and the compiled animation file here, if anyone bothers with trying to help me (thank you in advance, if you do)

_cursormod.zip

cursor.zip

Edited by fabin
"it"

I think it was because there were too many separate tex files, which caused the compilation problem. I tried to reduce the animation files to only the alter animation, and everything worked fine after recompiling.

cursor.zip

Also this looks good. Have you uploaded your mod to Steam? I'm very interested.

3 hours ago, Canglanxxk said:

I think it was because there were too many separate tex files, which caused the compilation problem. I tried to reduce the animation files to only the alter animation, and everything worked fine after recompiling.

cursor.zip 67.92 kB · 1 download

Also this looks good. Have you uploaded your mod to Steam? I'm very interested.

hmmm, had a feeling. this'll complicate things a bit but oh well, thanks for the help! :]

also yea, it's on the workshop, it's called "interactable cursor". although it's not perfect, because as it's rendered in-game it's got a bit input delay

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