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Hi, me again. I know, this is getting annoying xD.

 

I had this problem last time with a hat, @DarkXero  managed to fix it by renaming something but I don't know what. Now I have the same problem with my t-shirt.

 

I have attached the files:

 

T-Shirt_Lionel.zip

 

Also, for some reason the ground image comes up while wearing it (front side, maybe back as well). I can counter this problem by simply making that image (swap_body-13) blank. But I'm guessing it should go somewhere else to solve my groung problem so I kept it in the attached file.

 

Thank you for any given help :-)

Edited by Thibooms

@Thibooms,

to fix the groundproblem, i think u have to change

   inst.AnimState:SetBank("hawaiian_shirt")
to

   inst.AnimState:SetBank("tshirt_lionel")
the bank is the name of the animationfolder in the spriterfile and u can usually see that name somewhere in the compiled anim.bin. Edited by Seiai

I feel silly for that now, I remember trying that because it used to crash x)...

 

So that made it appear. One more problem, though: the ground item "swap_body-13" always appears on equip while I of course only want it as the ground item. If i blank this image, the ground item will be blanked as well.

@DarkXero

 

If you go to the exported file/tshirt_lionel/swap_body/ you will find all the swap_body png's. The ground image is indeed swap_body-13. I know this because it's the only png with the actual ground texture and whenever I modify the texture I can notice this in-game. Problem is that the ground file also likes to get stuck on the character onequip for some reason.

 

I just tried to modify it to "swap_body-9" to see if that makes any difference but it just end up the same way I did when blanking swap_body-13. So I don't know what's wrong. A spriter bug, an anim bug, a code bug, I'm really in the dark on this one.

 

EDIT: The ground image that gets stuck on the character on Onequip only appears when facing front for some reason, I don't know if this is of any help but I sure do hope so.

Edited by Thibooms

Also, shouldn't I have TWO assets for the animation in the lua code? I only have this:

 

local assets ={    Asset("ANIM", "anim/tshirt_lionel.zip"),Asset("ATLAS", "images/inventoryimages/tshirt_lionel.xml"),Asset("IMAGE", "images/inventoryimages/tshirt_lionel.tex"),}

I think I need some kind of tshirt_lionel_swap but I don't know what I exactly have to do (just adding it to the code makes the game crash because it doesn't know about any file I locate...)

Edited by Thibooms

@Seiai@DarkXero, So how can I fix my problem? My character keeps on showing the ground item (swap_body-13) simultanuously with swap_body-0 (and others, depending on animation of course) while equipping the shirt.

 

post-372519-0-38753900-1431024866_thumb.

Edited by Thibooms

This happens because of this:

<Build name="tshirt_lionel.scml"> <Symbol name="swap_body">  -- other frames  <Frame framenum="9" duration="1" image="swap_body-13" w="144" h="156" x="7.575554" y="-42.299557"/> </Symbol></Build>
<Anims> <anim name="anim" root="tshirt_lionel" numframes="25" framerate="40">  <frame idx="0" w="173" h="248" x="-7.373446" y="-63.598557">   <element name="swap_body" layername="timeline_0" frame="9" z_index="1" m_a="1.000000" m_b="0.000000" m_c="0.000000" m_d="1.000000" m_tx="-0.449000" m_ty="-0.299000"/>  </frame> </anim></Anims>

The anim goes to frame 9, and swap_body-13 is framenum 9.

 

Edit the frames. Or add an extra invisible frame between swap_body-8 and swap_body-13.

Thank you! Finally we're getting somewhere ;D

 

I added an extra invisible frame while keeping the frame of swap_body-13 (making it number "10"). It's like at the very beginning... swap_body-13 no longer shows up when equipping. But doesn't show up as a ground item either. Maybe I missed something or maybe there should be (another) way of seperating it from equippable animation and ground_item (making a new folder and use that for the ground_item).

 

I have attached the files.

 

T-Shirt_Lionel.zip

@Thibooms,

now in

            <timeline id="0" name="swap_body">                <key id="0" spin="0">                    <object folder="0" file="9" x="-0.449" y="0.299" angle="0"/>                </key>                <key id="1" time="34" spin="0">                    <object folder="0" file="9" x="-0.449" y="0.299" angle="0"/>                </key>            </timeline>

the file should be 10.

@Thibooms, it looks like the default pivot position of the side view is in the wrong position. Simply edit the default pivot position for that specific image based on the ones you've either obtained from krane or done through a tutorial. Usually it's near the center of the image. 

Sorry for the late response, I have been very busy lately  :hypnotized:

 

@Kzisor, I have no idea how I should do that (use the existing spriter file? if so, how?) but the problem really is that the ground item image is linked with the side view when equipping, so the pivot probably isn't the problem. :kiwi:

 

@DarkXero, That's great, it works and everything, thank you! But I would really prefer to conserve my mod as a modifiable one (maybe I can do that now as well but I don't know how, I also want to conserve texture quality...). For two reasons: First, for some reason the front view is now a bit more on the left. The shirt needs to be more on the right like before so it fits better my character (the difference is wether you can see his belly or not, details). It's just repositioning the image, I'm sure. Second, I will probably be making more shirts later, the only differences here will be texture and perks. So keeping some kind of template form would be extremely helpful. Is this possible? You don't have to actually do it for me. I know I'm a bit of a screw up but telling me how to exactly do things (as I may lack information/experience) will work well ;P.

 

@DarkXero, Maybe by telling me exactly how you removed the ground item from sticking on we will finally be able to rest this case.   :lemo:

Edited by Thibooms

@Thibooms

 

Instead of fighting spriter, what I did was:

1) Download http://forums.kleientertainment.com/files/file/73-matts-tools/

2) Copypaste the torso_hawaiian anim zip

3) Decompress it

4) Opened atlas-0 with TEXTool

5) Saved the png

6) Opened the png with the shirts with an image editor

7) Pasted your shirts all over the old shirts

8) Saved the new png

9) Used TEXCreator to convert new png to tex

10) Named it atlas-0.tex

11) Pasted it with the anim.bin and build.bin of the hawaii shirt.

12) Used BuildRenamer to change torso_hawaiian into torso_lionel.

13) Used hawaiian_shirt as anim bank, untouched, and build renamed to torso_lionel, for the AnimState code.

 

There has to be something weird with the animation, but I can't put my finger on it.

Maybe you can try by decompiling the anim of other objects, like armor_wood or armor_trunkvest_winter.

 

You can use krane with the --mark_atlases option (look the readme on the download page) to look how much you can deviate your shirt from the original space of things, if you are going to reuse an animation and only modify the atlas-0.

 

 

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