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I'm trying to make the character mod I originally designed for single player Don't Starve work with Don't Starve Together. I've got most of it figured out except that the ghost for of the character is invisible in-game. So far, I've gotten the template ghost_build.zip from the game's data/anim folder, copied it to my mod's anim folder, renamed it to ghost_wit_build.bin, edited the build.bin for the new name, (using a hex editor since I can't find a Build Renamer that works), and added the asset ghost_wit_build.bin to my wit.lua. Currently, when I try to load my mod with all this set up, the game just crashes. If I try to replace my character's ghost with a stock ghost like Wilson's, the ghost is invisible, even if I change all the names accordingly, I tried to follow this forum for help: http://forums.kleientertainment.com/topic/46252-mod-character-ghost-is-invisible/ but nothing worked. Please help, I've been trying to figure this out too long and it's really irritating me. 

@Truebluehero, ghost_build is for non-player ghosts. You should start with one of the player ghost builds, first. Technically it uses the bank from ghost.zip, and the build from the ghost_prefab_build.zip, as you can see in player_common:


    inst.AnimState:SetBank("ghost")    inst.AnimState:SetBuild(inst.ghostbuild or ("ghost_"..inst.prefab.."_build"))

I'd recommend using krane to rebuild the Spriter file for a player ghost, though. Here's one that I did while I was unsuccessfully investigating the missing-ghost-hats bug: ghost_wilson_build_spriter.zip

I've been trying this with Wilson's and Wendy's ghosts before and I couldn't get them to work either. I only started using ghost_build.bin thinking it was meant as a template. I guess the part that's confusing me is rebuilding Wilson's ghost. Should't just renaming the zip and making that change in the build.bin be enough, or does krane do something else as well? When I made the character's build as a non-ghost, I used Wendy's build.bin and used a hex editor to replace its wendy with wit, then it worked fine. I would think it should also be that simple with the ghost-form build, but maybe not? I can't seem to figure out how to use krane either. It says the proper command is krane.exe [OPTION]... [--] <INPUT-PATH>... <OUTPUT-DIR>. I know the command I need is krane.exe --rename-build, but I can't get the directories to work right. 

 

Also, even if I point the wit.lua to one of the stock ghosts like anim/ghost_wilson_build.zip, the game no longer crashes, but the ghost is still invisible in-game. The stock ghost should already be built right, but even they don't seem to work right?

Edited by Truebluehero

odd. im using ghost_build for my character and he works fine. i dont understand why me using it would work if it isnt for non player ghosts. i renamed the ghost_build and its build.bin to ghost_cbk_build. i put this in the anim folder next to cbk, and made an extra folder named ghost_cbk_build and extracted the ghost.zip into there. changing that and modifying my custom character assets, i got it to work without a problem. i can see my ghost in game and im unsure why this wouldnt work otherwise. here is my prefab. if anything sticks out to you, that might be something you could try.

 

this is also in my modmain. this i know will cause a crash if you dont have these added into it. they are the icons for your character when someone presses TAB. so you should look at a compatible mod character and make these for yourself.

Asset( "IMAGE", "images/avatars/avatar_cbk.tex" ),    Asset( "ATLAS", "images/avatars/avatar_cbk.xml" ),Asset( "IMAGE", "images/avatars/avatar_ghost_cbk.tex" ),    Asset( "ATLAS", "images/avatars/avatar_ghost_cbk.xml" ),

 

cbk.lua

WitchDoctEr16, may I ask how you renamed the build.bin? Did you just use a hex editor or some program to do it? I'm pretty sure I've followed what you've done, but my game still crashes. I've already got the avatar files working, only the ghost seems to be causing problems. Whenever I remove the ghost asset from the wit.lua, the game can start fine, but I know that will cause problems with the ghost in-game. I need to be able to properly tell the .lua to load the ghost build without the game crashing on startup.

i used the buildrenamer tool. you can find it somewhere on the forum. it does about the same thing that your hex editor will do. could u launch the game and recreate the crash and post the log so i might be able to help a bit more. rezecib knows alot more about this anyways, but i might be able to help you figure out whats wrong.

 

When the game crashes, it doesn't give me any error. I activate the mod, then when it would normally be done loading, the game just closes. Also, I tried using Build Renamer, but I must have gotten an old version because it just gave me an error. Guess I'll try to find one that does work.

even if it just crashes and doesnt display an error and exits the game, its still displayed in your log. the log is located in your pc directory

documents/klei/donotstarvetogether/log.txt

this should tell us what and why it crashed. it could just end up being an error with the .zip.

and here is the buildrenamer i use. i dont get any errors. make sure you extract the build renamer or it probably wont work right.

2575-matt's buildrenamer-1.0.zip

I found the version you posted on a different forum and it still gives me the same error. I'm not sure if I'm supposed to point it to the actual build.bin or the .zip containing it but both gave me errors. Pointing to the zip gave me "The first 4 bytes do not match 'BILD', and pointing to the build.bin directly gave me Exception of type 'System.OutOfMemoryException' was thrown.

Alright! It worked! I tried using the Build Renamer directly on the build.bin again, and this time it didn't give an error. The first file I tried must have been broken or something. After using this new build.bin, my ghost now works 100%! Thanks so much for your help, guys!  :victorious:

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