Pyr0mrcow Posted June 5, 2015 Share Posted June 5, 2015 Is it somehow compiling the cleared template images, perhaps? Link to comment Share on other sites More sharing options...
NickBlu Posted June 10, 2015 Share Posted June 10, 2015 Can this guide at all be used to create a DST character? I followed along and did all that she did, with also changing some of the files only with the DST template, and it seemed to be working, but when I tried to test it in game, it always crashes. I don't know if you account is still active, but some help would be greatly appreciated thank you! Link to comment Share on other sites More sharing options...
FreakinSweet Posted June 11, 2015 Share Posted June 11, 2015 This is a perfect way for telling everybody how to do this quite simply, yet I have a problem. I've been creating a character for DST and after doing some testing I realized that, unfortunately, after selecting your character, the screen just goes black (although, it seems not to crash) after waiting a minute or two still nothing happened, so I'm looking for answers. Link to comment Share on other sites More sharing options...
NoOne Posted June 11, 2015 Share Posted June 11, 2015 This is a perfect way for telling everybody how to do this quite simply, yet I have a problem. I've been creating a character for DST and after doing some testing I realized that, unfortunately, after selecting your character, the screen just goes black (although, it seems not to crash) after waiting a minute or two still nothing happened, so I'm looking for answers. the scml or what ever file doesnt have any animations . its just got a character built and show in 3 angles . i have used spriter in the past to make something just to see how it is . without animations i am not sure if the standard dont starve will understand what to do the funny thing is even for together its not any better than using a klei made character and using the build re-namer after redrawing it . if it had all animations with the proper names attached to them it would be something . then you could fix little things here and there with a real reference as to the characters position not doing a blind arm swap ect Link to comment Share on other sites More sharing options...
FreakinSweet Posted June 11, 2015 Share Posted June 11, 2015 Is this supposed to help me? Link to comment Share on other sites More sharing options...
Corrosive Posted June 11, 2015 Share Posted June 11, 2015 @NoOne, I'm not sure what you're saying here, but the character templates effectively act like "swap everything"s for both DS and DST (the difference being that the swapped in symbols become the default rather than overrides.)  @FreakinSweet,  Log.txt (Steam and Standalone)In order to find your game's log.txt file:PC: Go to your documents folder at Documents\klei\donotstarve\log.txt Mac: Go to your documents folder at ~/Documents/Klei/DoNotStarve/log.txtLinux: Go to your Klei folder at ~/.klei/DoNotStarve/log.txt Link to comment Share on other sites More sharing options...
NoOne Posted June 12, 2015 Share Posted June 12, 2015 @corrosive i am saying that without animations in the scml it wont compile into a file that will be usable . maybe way back when it was first uploaded it had animations in the scml but not any more . anything i have made with spriter that works and isnt a static image needs animation groups and when called on by the game they need to be present . a player character has alot of them . more than actions since many actions are separated into 3 parts or so animation wise in short its a junk file and this whole thread should be removed and the file dropped from the server. the "tutorial" is useless since what was shown and what you get from the file are not enough to make a character that works Link to comment Share on other sites More sharing options...
RomanticRedGeek Posted June 12, 2015 Share Posted June 12, 2015 @corrosive i am saying that without animations in the scml it wont compile into a file that will be usable . maybe way back when it was first uploaded it had animations in the scml but not any more . anything i have made with spriter that works and isnt a static image needs animation groups and when called on by the game they need to be present . a player character has alot of them . more than actions since many actions are separated into 3 parts or so animation wise in short its a junk file and this whole thread should be removed and the file dropped from the server. the "tutorial" is useless since what was shown and what you get from the file are not enough to make a character that works Well that's not true at all, I made a character using the tutorial that works just fine. I'm not sure what exactly you're trying to accomplish but I can say that calling something useless and junk when you clearly don't understand isn't very constructive to the creative process. Link to comment Share on other sites More sharing options...
Corrosive Posted June 12, 2015 Share Posted June 12, 2015 (edited) Edit: I should also mention that you need to use the mention tag for those @ things to notify people. You can do that by selecting some text in their post and clicking mention.   in short its a junk file and this whole thread should be removed and the file dropped from the server. the "tutorial" is useless since what was shown and what you get from the file are not enough to make a character that works You are making demands based on an apparent misunderstanding about how the animation system works. For the past several weeks, I have been messing with the klei binary formats, so trust me, I know what I'm talking about. I also created a Lua script that can read the raw binary data from anim.bin and build.bin files and parse it into Lua tables, if you want to take a peek into them. In any case, if you are making something that's not a playable character, you need animations for it. If you are making a playable character, those animations are provided by the anim.bin files located in the various player_*.zip files in the /data/anim/ and /data/DLC0001/anim/ directories.  When compiling, the scml.exe program takes your spriter project and generates both anim.bin and build.bin files. Another program then creates a texture file (atlas-#.tex) consisting of all the images used by symbols in your animations. The build.bin file contains information about how to get the symbols out of that texture file. Unlike images, symbols are not necessarily square. They are (potentially) complex polygons. That's how the game knows what the clickable region of an entity is. Symbols are also not necessarily a single image. Some symbols have many images. These are each separate 'symbol frames'-- the face symbol is probably the best example of this, because each face is the same symbol but a different frame. Each folder in your Spriter project's root directory is considered by the compiler to be a symbol, and each image within that folder is a symbol frame. The game's animations contain keyframes which in turn contain a list of elements used in the frame, as well as the name of the symbol that that each element represents. When creating a player character, the only thing that the game needs is the build.bin and atlas files for your character. You can even delete the anim.bin from your .zip without consequence if you want to save a tiny bit of space. As long as you specify that build for your player character, you are good to go, since the symbol names in the character template correspond to those used by the player animations.  Last thing:  if it had all animations with the proper names attached to them it would be something . then you could fix little things here and there with a real reference as to the characters position not doing a blind arm swap ect This is impossible due to technological limitations inherent to Spriter. Spriter only supports very basic transformations(scale, rotation, position). Klei's artists use Flash to create the animations, and the klei format supports the same manner of transform that Flash does, which is called a 2d matrix transform. This type of transform allows for distortions that aren't possible in Spriter, like skew. Imagine holding a dish with a big gelatin mold cube on it. If you shook the plate back and forth, the top of the mold would move while the bottom would stay affixed to the plate. That is essentially what skew is, and it cannot be represented in Spriter. Attempting to convert from the 2d matrix transform to the Spriter type results in strange, distorted animations whenever the transform can't be represented. Edited June 12, 2015 by Corrosive 1 Link to comment Share on other sites More sharing options...
NoOne Posted June 12, 2015 Share Posted June 12, 2015 Well that's not true at all, I made a character using the tutorial that works just fine. I'm not sure what exactly you're trying to accomplish but I can say that calling something useless and junk when you clearly don't understand isn't very constructive to the creative process. you made a tex and build file . you didnt make a whole character. you used the existing animation file in the zip it came with . a animation file is far more helpful than a lone build file . also the method for making a character the way the build file is set up is bad and results in 2 tex files being in the final result . slopy and redrawing a character is just better so the method in this thread is 1) not going to add anything to making a new character animation wise2) going to actually be less efficient than the original method3) waste time unless you wanted to make a furry since you could just use a image editing program to redraw stuff and never need spriter if you will excuse me i am going to finish my version of link that has diagonal walking animations by swapping zips referenced with custom animations and a little code snipet injected into the locomotor ...later losers Link to comment Share on other sites More sharing options...
Corrosive Posted June 13, 2015 Share Posted June 13, 2015  a animation file is far more helpful than a lone build file  That doesn't make any sense. 2) going to actually be less efficient than the original method  That depends on how you work and what you want to accomplish. 3) waste time unless you wanted to make a furry since you could just use a image editing program to redraw stuff and never need spriter  This is the same point as #2 if you will excuse me i am going to finish my version of link that has diagonal walking animations by swapping zips referenced with custom animations and a little code snipet injected into the locomotor ...later losers  Have fun trying to make that look as good as Klei's animations without knowing how animations work. Link to comment Share on other sites More sharing options...
Fijion Posted June 13, 2015 Share Posted June 13, 2015 So I did everything the video told me to and it crashed on startup, I tried a bunch of things to fix it but nothing worked, I then got a fresh new Extended Character mod download and I put in my textures for the character and it crashed, I took them out and it worked again.any ideas on how to fix this? Link to comment Share on other sites More sharing options...
SuperPotatoBros Posted June 13, 2015 Share Posted June 13, 2015 Im trying to create a mod for DST, Â I enable the mod and then it flickers the reason why it crashed and then disabled the mod. I can't show a picture why it crashed because it flickers. Link to comment Share on other sites More sharing options...
Corrosive Posted June 14, 2015 Share Posted June 14, 2015 (edited) @SuperPotatoBros,  Log.txt (Steam and Standalone)In order to find your game's log.txt file:PC: Go to your documents folder at Documents\klei\donotstarve\log.txt Mac: Go to your documents folder at ~/Documents/Klei/DoNotStarve/log.txtLinux: Go to your Klei folder at ~/.klei/DoNotStarve/log.txt Edited June 14, 2015 by Corrosive Link to comment Share on other sites More sharing options...
SuperPotatoBros Posted June 14, 2015 Share Posted June 14, 2015 Is it this?[00:00:00]: Starting Up[00:00:00]: Version: 138964[00:00:00]: Current time: Sat Jun 13 16:01:32 2015 [00:00:00]: Don't Starve Together: 138964 WIN32_STEAMNNN Build Date: 2015-06-08_11-23-52[00:00:00]: Parsing command line[00:00:00]: Command Line Arguments: [00:00:00]: Initializin Minidump handler[00:00:00]: ....Done[00:00:00]: Initializing Steam[00:00:00]: Steam AppBuildID: 651775[00:00:00]: Steam BetaName(Branch): [][00:00:00]: ....Done[00:00:00]: Fixing DPI[00:00:00]: ...Done[00:00:00]: THREAD - started 'GAClient' (11468)[00:00:00]: HttpClient::ClientThread::Main()[00:00:05]: ProfileIndex:3.79[00:00:05]: Network tick rate: U=15(2), D=0[00:00:05]: THREAD - started 'GAClient' (8236)[00:00:05]: THREAD - started 'GAClient' (7400)[00:00:05]: HttpClient::ClientThread::Main()[00:00:05]: HttpClient::ClientThread::Main()[00:00:05]: Network tick rate: U=15(2), D=0[00:00:05]: Authorized application C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\bin\dontstarve_steam.exe is enabled in the firewall.[00:00:05]: WindowsFirewall - Application already authorized[00:00:05]: loaded ping_cache[00:00:05]: OnLoadPermissionList: APP:Klei/DoNotStarveTogether/save/blocklist.txt (Failure)[00:00:05]: OnLoadPermissionList: APP:Klei/DoNotStarveTogether/save/adminlist.txt (Failure)[00:00:05]: OnLoadUserIdList: APP:Klei/DoNotStarveTogether/save/whitelist.txt (Failure)[00:00:05]: Offline user name: OU_76561198050083859[00:00:05]: SteamID: 76561198050083859[00:00:05]: cGame::InitializeOnMainThread[00:00:05]: WindowManager::Initialize[00:00:05]: CreateWindow: Requesting 1276,749 - 5/6/5 - -1/-1/-1 - 0[00:00:05]: THREAD - started 'GAClient' (13488)[00:00:05]: HttpClient::ClientThread::Main()[00:00:05]: CreateEGLContext: 16 configs found[00:00:05]:    0: 8/8/8 -  0/ 0/ 0 - 0[00:00:05]:    1: 8/8/8 -  0/16/ 0 - 0[00:00:05]:    2: 8/8/8 -  0/24/ 0 - 0[00:00:05]:    3: 8/8/8 -  0/24/ 8 - 0[00:00:05]:    4: 5/5/5 -  0/ 0/ 0 - 0[00:00:05]:    5: 5/5/5 -  1/ 0/ 0 - 0[00:00:05]:    6: 5/5/5 -  0/16/ 0 - 0[00:00:05]:    7: 5/5/5 -  1/16/ 0 - 0[00:00:05]:    8: 5/5/5 -  0/24/ 0 - 0[00:00:05]:    9: 5/5/5 -  1/24/ 0 - 0[00:00:05]:   10: 5/5/5 -  0/24/ 8 - 0[00:00:05]:   11: 5/5/5 -  1/24/ 8 - 0[00:00:05]:   12: 8/8/8 -  8/ 0/ 0 - 0[00:00:05]:   13: 8/8/8 -  8/16/ 0 - 0[00:00:05]:   14: 8/8/8 -  8/24/ 0 - 0[00:00:05]:   15: 8/8/8 -  8/24/ 8 - 0[00:00:05]: RestoreWindowPosition[00:00:05]:   Saved Client Pos (-20 x 81)[00:00:05]:   Adjusted Window Pos (-28 x 50)[00:00:05]: EnsureWindowOnScreen[00:00:05]:   All good.[00:00:05]: GLInfo[00:00:05]: ~~~~~~[00:00:05]: GL_VENDOR: Google Inc.[00:00:05]: GL_RENDERER: ANGLE (Intel® HD Graphics 4600)[00:00:05]: GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)[00:00:05]: GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)[00:00:05]: THREAD - started 'WindowsInputManager' (13684)[00:00:05]: OpenGL extensions (21, 21):[00:00:05]: GL_ANGLE_depth_texture[00:00:05]: GL_ANGLE_framebuffer_blit[00:00:05]: GL_ANGLE_framebuffer_multisample[00:00:05]: GL_ANGLE_instanced_arrays[00:00:05]: GL_ANGLE_pack_reverse_row_order[00:00:05]: GL_ANGLE_texture_compression_dxt3[00:00:05]: GL_ANGLE_texture_compression_dxt5[00:00:05]: GL_ANGLE_texture_usage[00:00:05]: GL_ANGLE_translated_shader_source[00:00:05]: GL_EXT_read_format_bgra[00:00:05]: GL_EXT_robustness[00:00:05]: GL_EXT_texture_compression_dxt1[00:00:05]: GL_EXT_texture_format_BGRA8888[00:00:05]: GL_EXT_texture_storage[00:00:05]: GL_OES_get_program_binary[00:00:05]: GL_OES_packed_depth_stencil[00:00:05]: GL_OES_rgb8_rgba8[00:00:05]: GL_OES_standard_derivatives[00:00:05]: GL_OES_texture_float_linear[00:00:05]: GL_OES_texture_half_float_linear[00:00:05]: GL_OES_texture_npot[00:00:05]: GL_MAX_TEXTURE_SIZE = 8192[00:00:05]: GL_MAX_TEXTURE_IMAGE_UNITS = 16[00:00:05]: GL_MAX_RENDERBUFFER_SIZE = 8192[00:00:05]: GL_MAX_VIEWPORT_DIMS = 8192, 8192[00:00:05]: GL_MAX_VARYING_VECTORS = 10[00:00:05]: GL_MAX_VERTEX_ATTRIBS = 16[00:00:05]: GL_MAX_VERTEX_UNIFORM_VECTORS = 254[00:00:05]: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4[00:00:05]: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221[00:00:05]: 4 compressed texture formats[00:00:05]: texture format 0x83f0[00:00:05]: texture format 0x83f1[00:00:05]: texture format 0x83f2[00:00:05]: texture format 0x83f3[00:00:05]: Renderer initialize: Okay[00:00:06]: AnimManager initialize: Okay[00:00:06]: Buffers initialize: Okay[00:00:06]: cDontStarveGame::DoGameSpecificInitialize()[00:00:06]: GameSpecific initialize: Okay[00:00:06]: cGame::StartPlaying[00:00:06]: LOADING LUA[00:00:06]: DoLuaFile scripts/main.lua[00:00:06]: DoLuaFile loading buffer scripts/main.lua[00:00:06]: scripts/main.lua(167,1) running main.lua [00:00:06]: loaded modindex [00:00:06]: ModIndex: Beginning normal load sequence. [00:00:06]: LOADING LUA SUCCESS[00:00:07]: PlayerDeaths could not load morgue [00:00:07]: loaded profile [00:00:07]: bloom_enabled false [00:00:07]: loaded saveindex [00:00:07]: OnFilesLoaded() [00:00:07]: OnUpdatePurchaseStateComplete [00:00:07]: Load FE [00:00:07]: Load FE: done [00:00:07]: platform_motd table: 0C602060 [00:00:07]: SimLuaProxy::QueryServer()[00:00:07]: SimLuaProxy::QueryServer()[00:00:07]: SimLuaProxy::QueryServer()[00:00:07]: ModIndex: Load sequence finished successfully. [00:00:07]: Reset() returning[00:00:09]: platform_motd table: 0D219888 [00:00:10]: GetCachedUGCCount 0[00:00:10]: EnumerateUserSubscribedFiles(0)[00:00:10]: OnEnumerateUserSubscribedFilesResult [00:00:10]:   EResult 1, results 4/4[00:00:10]: Enum complete. Found 4 mods.[00:00:10]: DeleteUnsubscribedFiles [../mods,false][00:00:10]: FindDirectoriesMatching [../mods/workshop-*][00:00:10]: GetPublishedFileDetails(0)[00:00:10]: Getting mod details...[00:00:10]: OnPublishedFileDetailsResult [00:00:10]:   EResult 1, 376333686[00:00:10]:   245850, 322330, [Always On Status], 539646115789546462, 539643766794230713, 76561198025931302, 1421476256, 1429016414, 0, 0, [interface,utility,tweak,reign of giants compatible,version:1.1.4,client_only_mod], 239, [mod_publish_data_file.zip], 156068, 118758, [], 0[00:00:10]: GetPublishedFileDetails(1)[00:00:10]: Getting mod details...[00:00:10]: OnPublishedFileDetailsResult [00:00:10]:   EResult 1, 365119238[00:00:10]:   245850, 322330, [smarter Crock Pot], 521637162497863345, 3281172720287038854, 76561198025317013, 1419881314, 1434095594, 0, 0, [client_only_mod,interface,reign of giants compatible,tweak,utility,version:3.21], 239, [mod_publish_data_file.zip], 62453, 30514, [], 0[00:00:10]: GetPublishedFileDetails(2)[00:00:10]: Getting mod details...[00:00:10]: OnPublishedFileDetailsResult [00:00:10]:   EResult 1, 458940297[00:00:10]:   245850, 322330, [Display Food Values (Client and Server)], 521637162500074351, 544152440196147396, 76561198029173411, 1433980137, 1434144039, 0, 0, [all_clients_require_mod,interface,version:1.6], 239, [mod_publish_data_file.zip], 301503, 30792, [], 0[00:00:10]: GetPublishedFileDetails(3)[00:00:10]: Getting mod details...[00:00:10]: OnPublishedFileDetailsResult [00:00:10]:   EResult 1, 457199494[00:00:10]:   245850, 322330, [Wiley, The Little Princess], 26241021021983319, 28492701738879408, 76561198084132616, 1433711897, 1433914461, 0, 0, [all_clients_require_mod,art,character,reign of giants compatible,version:1.1.1], 239, [mod_publish_data_file.zip], 3177827, 461534, [], 0[00:00:10]: Mod listing complete.[00:00:10]: SteamWorkshop::CompleteCallback (success, Refreshing mods complete. Nothing new to download.) set[00:00:10]: SimLuaProxy::OnUpdateWorkshopModsComplete(ok., Refreshing mods complete. Nothing new to download.)[00:00:10]: Reloading Mod Info Prefabs [00:00:10]: Loading Mod Info Prefabs [00:00:10]: Unloading Mod Info Prefabs [00:00:10]: QueryStats: { "req":"modrank", "field":"Session.Loads.Mods.list", "fieldop":"unwind", "linkpref":"external", "limit": 20}[00:00:11]: ### OnStatsQueried ### [00:00:11]: {"modlinks":{"ws-Global Positions":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=378160973","ws-Smarter Crock Pot":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=365119238","ws-More DST Characters":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=343762271","ws-Increased Stack size":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=374550642","ws-Zoro":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=409184357","ws-DST Where's My Beefalo?":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=347360448","ws-DST Fish Farm":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=356435289","ws-DST Storm Cellar":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=382177939","ws-Global Player Icons":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=373991022","ws-Health Info":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=375859599","ws-Always On Status":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=376333686","ws-Minimap HUD":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=345692228","ws-Display Food Values":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=347079953","ws-Large Chest":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=396026892","ws-Russian Language Pack":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=354836336","ws-Xenomorph":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=458365884","ws-Gesture Wheel":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=352373173","ws-Extra Equip Slots":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=375850593","ws-Wormhole Marks [DST]":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=362175979","ws-Extended Map Generation (Cave Content)":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=451559807"},"modfeature":{"ws-Global Player Icons":"http:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=373991022"},"modnames":["ws-Global Player Icons","ws-Extra Equip Slots","ws-Minimap HUD","ws-Always On Status","ws-Health Info","ws-Display Food Values","ws-Global Positions","ws-Smarter Crock Pot","ws-Wormhole Marks [DST]","ws-More DST Characters","ws-DST Storm Cellar","ws-Increased Stack size","ws-DST Where's My Beefalo?","ws-Gesture Wheel","ws-Zoro","ws-Extended Map Generation (Cave Content)","ws-Xenomorph","ws-Russian Language Pack","ws-Large Chest","ws-DST Fish Farm"]} [00:00:11]: [00:00:11]: true [00:00:11]: 200 [00:00:15]: Unloading Mod Info Prefabs [00:00:15]: Collecting garbage...[00:00:15]: lua_gc took 0.01 seconds[00:00:15]: ~NetworkLuaProxy()[00:00:15]: ~SimLuaProxy()[00:00:15]: lua_close took 0.01 seconds[00:00:15]: ReleaseAll[00:00:15]: ReleaseAll Finished[00:00:15]: cGame::StartPlaying[00:00:15]: LOADING LUA[00:00:15]: DoLuaFile scripts/main.lua[00:00:15]: DoLuaFile loading buffer scripts/main.lua[00:00:15]: scripts/main.lua(167,1) running main.lua [00:00:15]: loaded modindex [00:00:15]: ModIndex: Beginning normal load sequence. [00:00:15]: ModIndex:GetModsToLoad inserting moddir, Bunnylord [00:00:15]: Could not load mod_config_data/modconfiguration_Bunnylord [00:00:15]: Loading mod: Bunnylord Version:1.1.4 [00:00:15]: Mod: Bunnylord Loading modworldgenmain.lua [00:00:15]: Mod: Bunnylord  Mod had no modworldgenmain.lua. Skipping. [00:00:15]: Mod: Bunnylord Loading modmain.lua [00:00:15]: LOADING LUA SUCCESS[00:00:15]: PlayerDeaths could not load morgue [00:00:15]: loaded profile [00:00:15]: bloom_enabled false [00:00:15]: loaded saveindex [00:00:15]: OnFilesLoaded() [00:00:15]: OnUpdatePurchaseStateComplete [00:00:16]: Unload BE [00:00:16]: Unload BE done [00:00:16]: Mod: Bunnylord Registering prefabs [00:00:16]: Mod: Bunnylord  Registering prefab file: prefabs/Bunnylord [00:00:16]: error calling LoadPrefabFile in mod Bunnylord: [string "scripts/util.lua"]:384: Could not find an asset matching anim/ghost_Bunnylord_build.zip in any of the search paths.LUA ERROR stack traceback:    =[C] in function 'assert'    scripts/util.lua(384,1) in function 'resolvefilepath'    scripts/mainfunctions.lua(73,1) in function 'RegisterPrefabs'    scripts/mainfunctions.lua(100,1)    =(tail call) ?    =[C] in function 'xpcall'    scripts/mods.lua(144,1)    scripts/mods.lua(469,1) in function 'RegisterPrefabs'    scripts/gamelogic.lua(167,1) in function 'LoadAssets'    scripts/gamelogic.lua(901,1) in function 'DoResetAction'    scripts/gamelogic.lua(919,1) in function 'complete_callback'...    =[C] in function 'GetPersistentString'    scripts/saveindex.lua(68,1) in function 'Load'    scripts/gamelogic.lua(950,1) in function 'callback'    scripts/playerprofile.lua(564,1) in function 'Set'    scripts/playerprofile.lua(447,1)    =[C] in function 'GetPersistentString'    scripts/playerprofile.lua(445,1) in function 'Load'    scripts/gamelogic.lua(949,1) in main chunk    =[C] in function 'require'    scripts/mainfunctions.lua(690,1) [00:00:16]: Disabling Bunnylord because it had an error. [00:00:16]: [string "scripts/util.lua"]:384: Could not find an asset matching anim/ghost_Bunnylord_build.zip in any of the search paths.LUA ERROR stack traceback:    =[C] in function 'assert'    scripts/util.lua(384,1) in function 'resolvefilepath'    scripts/mainfunctions.lua(73,1) in function 'RegisterPrefabs'    scripts/mainfunctions.lua(100,1)    =(tail call) ?    =[C] in function 'xpcall'    scripts/mods.lua(144,1)    scripts/mods.lua(469,1) in function 'RegisterPrefabs'    scripts/gamelogic.lua(167,1) in function 'LoadAssets'    scripts/gamelogic.lua(901,1) in function 'DoResetAction'    scripts/gamelogic.lua(919,1) in function 'complete_callback'...    =[C] in function 'GetPersistentString'    scripts/saveindex.lua(68,1) in function 'Load'    scripts/gamelogic.lua(950,1) in function 'callback'    scripts/playerprofile.lua(564,1) in function 'Set'    scripts/playerprofile.lua(447,1)    =[C] in function 'GetPersistentString'    scripts/playerprofile.lua(445,1) in function 'Load'    scripts/gamelogic.lua(949,1) in main chunk    =[C] in function 'require'    scripts/mainfunctions.lua(690,1)[00:00:16]: SCRIPT ERROR! Showing error screen [00:00:16]: Mod: Bunnylord  Registering default mod prefab [00:00:16]: Load FE [00:00:16]: Load FE: done [00:00:16]: platform_motd table: 12EBC6C8 [00:00:16]: SimLuaProxy::QueryServer()[00:00:16]: SimLuaProxy::QueryServer()[00:00:16]: SimLuaProxy::QueryServer()[00:00:16]: ModIndex: Load sequence finished successfully. [00:00:16]: Reset() returning[00:00:17]: QueryServerComplete no callback[00:00:17]: QueryServerComplete no callback[00:00:18]: platform_motd table: 0C136368 [00:05:19]: unloading prefabs for mod MOD_Bunnylord [00:05:19]: Collecting garbage...[00:05:19]: lua_gc took 0.01 seconds[00:05:19]: ~NetworkLuaProxy()[00:05:19]: ~SimLuaProxy()[00:05:19]: lua_close took 0.01 seconds[00:05:20]: HttpClient::ClientThread::Main() complete[00:05:20]: HttpClient::ClientThread::Main() complete[00:05:20]: HttpClient::ClientThread::Main() complete[00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager. [00:05:20]: HttpClient::ClientThread::Main() complete[00:05:20]: Shutting down Link to comment Share on other sites More sharing options...
Corrosive Posted June 15, 2015 Share Posted June 15, 2015 @SuperPotatoBros, Yes, though I just realized that you're asking about DST on the DS forum <.< In any case, this is the error: [00:00:16]: [string "scripts/util.lua"]:384: Could not find an asset matching anim/ghost_Bunnylord_build.zip in any of the You should redo your mod with all filenames using lower case only. In addition, your prefab name should be lower case if it's not already. For the most part, anything you create that's not a string that's displayed on screen in game should be lowercase, for safety. Link to comment Share on other sites More sharing options...
Giobermon Posted June 15, 2015 Share Posted June 15, 2015 Is the best tutorial i see in this forum thanks you very much. Link to comment Share on other sites More sharing options...
RubyBones Posted June 15, 2015 Share Posted June 15, 2015 Hewo  For some reason my auto compiler won't work, like i.e whenever i try to open it, a black window pops up and then it automatically closes and won't open! I tried every compiling technique and nothing works... I did everything right but then when it comes to compiling it just doesn't work!  And I even tried the command prompt compile technique but when I drag the paths it just stays there with out doing anything..Did the auto compiler break or something? Is it suppose to compile by itself when i use Command prompt or is there a certain button i have to press?  Please reply I really need to know how to compile the mod I tried on other computers too but it didnt work either sorry 4 bothering, it's just really frustrating ;-;   Link to comment Share on other sites More sharing options...
Gaylie Posted June 19, 2015 Share Posted June 19, 2015 I wanted to look if anyone else had that problem and if theres already a solution but as I saw that it's 16 pages I got too lazy to be honestanyways so I'd like to ask for help here insteadI did everything as in the tutorial and did all the art, but when I start the mod this massage comesI checked first file it says it's missing (the anim thing) which should actually have been autocompiled? But it wasn't.So, as said in the tutorial, I deleted the .zip file in the export folder and now it doesn't autocompile either of the filesdoes anyone know what I'm doing wrong? Link to comment Share on other sites More sharing options...
DragonDePlatino Posted June 20, 2015 Share Posted June 20, 2015 (edited) Is it just me, or are Extended Sample Characters way smaller than the vanilla ones? Like, if Wilson stands next to a grass tuft, his hair will come up to the top of the grass tuft. But if you stand an Extended Sample Character next to a grass tuft, they'll be slightly shorter. In order to keep it from looking weird, I had to set the scale of my character to about 6/5. So, is there something wrong with the Sample Character? If so, is Dleowolf aware of this? Edited June 20, 2015 by DragonDePlatino 1 Link to comment Share on other sites More sharing options...
DoNotStarveOrELSE Posted June 28, 2015 Share Posted June 28, 2015 Thanks a lot dude. I was able to make myself in the game and I couldn't have done it without you.  I'm new to this community, but I'm glad it's so welcoming! Link to comment Share on other sites More sharing options...
Sokieur Posted June 28, 2015 Share Posted June 28, 2015 Hello It's a very good template I have just one probleme, my anim .zip does'nt whant to be re created so my skin is transparent in the game (DST) Could you help me ? Link to comment Share on other sites More sharing options...
Gaylie Posted July 2, 2015 Share Posted July 2, 2015 I have a similiar problem as Sokieurit didn't recreate any of the files I was supposed to delete, when I just didn't do anything it gave me a crashlog as I also showed in an reply on the page beforeonce I added the anim file from the template my skin was just transparent Link to comment Share on other sites More sharing options...
DragonDePlatino Posted July 3, 2015 Share Posted July 3, 2015 (edited) If you are having trouble compiling everything in your "exported" folder, then try manually activating the autocompiler. Head to "C:\Program Files (x86)\Steam\SteamApps\common\Don't Starve Mod Tools\mod_tools" and double click on the autocompiler. You probably shouldn't be deleting your old .zip files, either. I just compiled my character into DST for the first time and I didn't have to delete anything. On another note, is anyone familiar with what face-32.png is used for in the DST version of this template? I tried all of my emotes and the yawning animation but I never saw face-32.png. Edited July 3, 2015 by DragonDePlatino Link to comment Share on other sites More sharing options...
maloussi Posted July 3, 2015 Share Posted July 3, 2015 can you plz upload the scml.exe (with dlls or whatever it comes with) , I couldn't have the Mod Tools on steam (internet connection issues -_-) and the one I downloaded from https://github.com/kleientertainment/ds_mod_tools contained no scml.exe or autocompiler.exe .. anyway if you manage to upload it or to show how to use the github version I'd be so grateful. Link to comment Share on other sites More sharing options...
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