Jump to content

Recommended Posts

So I wanted to make new idle animation for some objects. I took the honey texture form game and put it in spriter for testing, thexture size is unchanged and the image in game is tiny, much smaller than honey item in game. 

I made the honey texture double size, rescaling the whole image, and its still tiny.

Whats going on with this spriter?

Why I must make my texture the size of 1024x1024 to see any effect in game?

Whats going on here?

 

 

When I put 124x64 texture in anim file I want it to have that size not some tiny size I'm currently getting.

Edited by _Q_

It is the size of the object in Spriter that determines it's world size (unless scaling is applied in the prefab), not the size of the texture of the source image Spriter is using.

Put the honey texture in the spriter, convert it, and you will get something very samll in game. 

I have on idea why game is rescaling the images, since the thexture in the anim file is still the same size 128x64, but object in game is tiny. I don't use any rescaling in prefab file.

Edited by _Q_

Put the honey texture in the spriter, convert it, and you will get something very samll in game. 

I have on idea why game is rescaling the images, since the thexture in the anim file is still the same size 128x64, but object in game is tiny. I don't use any rescaling in prefab file.

from our experience and what @ TheDanaAddams has told me, anything in spriter when transferred into the game, will be 50% smaller. So taking something from game files, moving it to spriter, then moving it back to game, will be 50% smaller.

Edited by kraken121

from our experience and what @TheDanaAddams has told me, anything in spriter when transferred into the game, will be 50% smaller. So taking something from game files, moving it to spriter, then moving it back to game, will be 50% smaller.

How on earth it can be smaller with whole image resized to double size earlier?

On the left side deflaut game honey texture, on the right side resized (x2) texture:

de73t1.jpg

Effects in game, on the left my prefab that uses that resized texture, on the right deflaut game honey:

2ms23jq.jpg

 

Something is very wrong here. Its unintuitive, hard to use, can't even use in game textures as an example to keep the scale of new objects I want to make.

Yeah there is something with scaling and modtools exported stuff, tho all 'scaling' i saw had defaulted to 1 in py files, but I haven't really gotten too much into looking for where it is. It's always better to start with insane sizes than go insane trying to make stuff scale proper ingame (without looking 10x worse than out of game anyway).

 

Thing to note, spriter orientation/scaling etc is getting ignored in some cases too, like held items are ignoring everything but pivot point. Also, if you do change input pngs and not spriter file, make a habit of killing anim.zip before running autocompiler - just to save yourself the annoyance of it not updating zip files because scml is not newer than zip timestamp - it's not reading png timestamps.

Also, if you do change input pngs and not spriter file, make a habit of killing anim.zip before running autocompiler - just to save yourself the annoyance of it not updating zip files because scml is not newer than zip timestamp - it's not reading png timestamps.

Good point. I updated my fork of the mod tools to take png timestamps into account (the fork made for Linux/Mac porting). Though with the apparent abandonment of the mod tools by Klei I suppose this will only be of use for those willing to compile the mod tools themselves :razz:.

Can we?

I didn't find that in that thread of tools for animation.

 

Yeah, I have never seen it explicitly stated, but I used bones for my grasshoppers and palm trees. Seems to work just fine using the "exported" folder and the mod tools. Guess I just assumed it was general knowledge. Let me know if you have any questions.

Edited by ProfFarnsworth

Good point. I updated my fork of the mod tools to take png timestamps into account (the fork made for Linux/Mac porting). Though with the apparent abandonment of the mod tools by Klei I suppose this will only be of use for those willing to compile the mod tools themselves :razz:.

 

Does your port build under cygwin? I've built the official github ver in VS a while ago, but using VS makes me feel dirty... And with the whole thing being abandoned, perhaps you could turn it into 'unofficial community patch repo' and link to the getting started sticky? Guess it's safe to assume we won't be getting official updates any time soon... it would make sense to maintain community fixes branch in one place.

Can we?

I didn't find that in that thread of tools for animation.

 

Yeah, I have never seen it explicitly stated, but I used bones for my grasshoppers and palm trees. Seems to work just fine using the "exported" folder and the mod tools. Guess I just assumed it was general knowledge. Let me know if you have any questions.

@Cheerio implemented it a while ago. Though I don't believe there was any announcement other than the discussion in this thread (and even then the proper "announcement" was the posting of a picture with a build using bones in game).

 


 

Does your port build under cygwin? I've built the official github ver in VS a while ago, but using VS makes me feel dirty... And with the whole thing being abandoned, perhaps you could turn it into 'unofficial community patch repo' and link to the getting started sticky? Guess it's safe to assume we won't be getting official updates any time soon... it would make sense to maintain community fixes branch in one place.

I haven't tried building it under Cygwin (though under VS it compiles fine). But since it builds cleanly under Linux via gmake, it very likely builds under Cygwin. The build generating script (premake4.lua) probably needs a slight tweak to account for Cygwin, though.

The mod tools (both the version at Klei's repo and at my fork) use premake to generate the build files.

But I'm not interested in becoming an "official" community maintainer for the tools. Firstly, I'm not going to compile it for every platform, on each revision. I don't have access to a Mac, and I don't have much experience with binary distribtion of software anyway. Secondly, I don't plan on developing/maintaining any more mods or mod related tools beyond Up and Away, except maybe for the occasional simple utility mod I end up writing for U&A testing purposes.

Edited by simplex

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...