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I am currently developing a mod that involves procedurally generated prefabs, but have run into an issue. Everything is working fine, except for one thing: The prefabs that use a reconstituted version of the golden pickaxe's animation can not be selected! (That is to say, mousing over them does not display a name, or apply the slight white tinge of moused over objects)

 

Again, this is occurring for multiple prefabs, but only those using a derivative of the golden pickaxe animation. I have even tried creating a fresh *.scml file, in vain. This leads me to conclude that it is caused by having a rotated sprite in the animation. Can anyone confirm or supplant this? (It is worth noting that while the prefab cannot be selected while on the ground, it can still be picked up using the spacebar; aditionally all other functionality is intact, including the animation)

 

 

Another question, does anyone know where the *.anim file is for the vanilla assets' swap animations? They contain only *.tex and *.build files. Otherwise, does anyone know how I can decompile or replicate them? (With different build/bank names)

You don't hate the animation engine, you hate the animation compiler. You are correct, rotating sprites breaks the hitbox boundaries. Or more accurately, it cuts the hitbox off for reasons oblivious to me.

 

Swap doesn't use banks, as they are solely symbols useable by other animations (such as the common player banks).

Thanks, Mobbstar.

 

So what should I do? Rotate the texture itself?

 

And for swaps, same question. How can I replicate them for different textures and prefabs?

 

If it's the same rotation at all times, yes. If it spins, no.

 

As for swaps... I hope this helps, because I can't.

For present reference, you can check out the electric fan in IRU.

 

From what I can tell, the Steam Tools compiler makes a vertikal and horizontal cut through the hitbox. The more you rotate a symbol, the farther those cuts wander up/left. Only the upper left quarter stays in the hitbox, the rest is discarded.

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