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@naptimeshadows, I'm guessing you have followed the "how to build your own equippable item from scratch" tutorial right? Then you should have no problem with hats, torsos or amulets ;). Just make sure to organize everything nicely (I recommend using the same folder set up explained in the tutorial).

 

Need preset spriter files? No problem! Just use ktools with an anim file, it will turn it into spriter files. But you might want to do everything from scratch (making sure everything is clean) like in the tutorial. Simply looking at the code of some hats/amulets/torsos should fill in any blanks you might have (like about OverrideSymbols). Good luck! :) 

Yeah, I did all that.

The issue is with the anim zips that I need to be making.

Any time I load the mod, it says there's a problem there.

The scripts never mention anything as obvious as the "swap" images for hand stuff, so I don't know how to organize the missing pieces because I don't know what they need to be named.

 

I basically just need the nomenclature for torso and head piece images so I can draw them and make the correct spriter files.

Opening the atlas for other hats only helps so much when I don't have names to use.

I tried doing the same with the anim.bin file and got no output.

Edited by naptimeshadows

@naptimeshadows, I think you should follow a similiar organization to the one suggested in the tutorial I mentioned. Pick an anim file from the game's data and convert it into spriter files with ktools. Here's how to use ktools :

 

1) Download the win32 folder.
2) Put it in your desktop or C:
3) Go to Klei's anim folder, pick any zip
4) Copy paste it out
5) Extract its files (you get anim.bin, build.bin and the atlas/es)
6) Copy and paste the files inside the folder you downloaded
7) Open cmd
8) Change directory with cd into C:/<whatever>/<downloaded folder>
example. C:/Users/YourName/Desktop/Folder
9) Run in cmd the command
krane anim.bin build.bin outputfolder
10) You get outputfolder with the pngs and the scml.
 
For 8), I recommend doing simply cd desktop/ktools

Yeah, I have that all set properly, but it has no output. 

It creates an empty "outputfolder", which I always delete to make sure it gets recreated freshly.

The folder has nothing in it after the command is finished.

 

I run a batch file that says:

 
cs C:\Users\Scott\Desktop\ktools-4.1.2
krane anim.bin build.bin outputfolder
 
No output files.

The directory is fine, I tried your string and had the same result.

I use a similar batch with ktech and atlas files that generates .png's perfectly.

It seems to me that krane can't properly see what's in the anim file, I've tried this with a bunch of anim files and always get the same empty folder output.

 

Is there another way to get an example of what I need to make?

krane works perfectly fine for me except for 6 faced and 8 faced entities, which is not the case of the armors and hats. are you sure you are providing the proper path for the build and the anim ?

 

Otherwise, from my experience so far:

 

for head pieces, what you need is 4 sprites if I remember properly. the #0 is front view, #1 is side view (facing right), #2 the back view and #3 is the on ground stuff.

 

For the torso piece :

#0 is  front view,

#1 is a front view tilted on the left

#2 is a front view tilted on the right

#3 is side view (facing right)

#4 is side view tilted forward

#5 is side view tilted backward

#6 is back view

#7 is again a back view tilted on the left

#8 another back view tilted on the right

#9 is specific to a backpack and is the back view of the pack itself

#10 is specific to a backpack and is the side view of the pack itself

#11 and #12 are always empty as far as I saw

#13 is the on ground stuff

 

I know this is a bit vague especially for the #4, 5 7 and 8 but honnestly I don't even know when these sprites are used exactly, You should just try it in game :-)

 

Hope this helps

Edited by ZupaleX

@ZupaleX

Are those numbers what each piece needs to be called?

For example, I am making a backpack.

So do I make pictures numbered 0, 9, 10, and 13, with the other numbers being blank?

Then, what do I name the spriter files?

Would you be willing to zip and post the exported backpack files, so I can edit them?

I don't know why I can't get krane to run.

Edited by naptimeshadows

Sure. I'll unpack the logsuit and the backpack and upload it here.

 

EDIT : here are the zip files. krane do not uncompile it perfectly so when something is transparent it's either not here (logsuit # 11 and #12 for instance) or black (logsuit # 9 and #10).

 

I gues you'l understand after looking at these files what i mean by #0, #1, ... #13

swap_backpack.zip

logsuit.zip

Edited by ZupaleX
I know this is a bit vague especially for the #4, 5 7 and 8 but honnestly I don't even know when these sprites are used exactly, You should just try it in game

It's for when you're dancing or going insane (character starts shaking), and other animations. 

 

Are those numbers what each piece needs to be called? For example, I am making a backpack. So do I make pictures numbered 0, 9, 10, and 13, with the other numbers being blank?

These are all different texture files your backpack will need, if you want to properly use the existing animation of the game. It's like using the Extended Sample Character. You've got some texture files that can be loaded in and animated with the default animation provided by the game.

Sure. I'll unpack the logsuit and the backpack and upload it here.

 

EDIT : here are the zip files. krane do not uncompile it perfectly so when something is transparent it's either not here (logsuit # 11 and #12 for instance) or black (logsuit # 9 and #10).

 

I gues you'l understand after looking at these files what i mean by #0, #1, ... #13

An issue I'm having is that the scml is tied to some folder which doesn't exist.

The compiler gives me the error and can't make a new anim, but it is hidden in Spriter.

However, I can see it in Notepad++, but can't save it that way.

Any idea how I can find the folder in Spriter and remove it?

EDIT::

Are these the idle pics?

I'm going to try to make that folder with the ground pics and see what happens.

EDIT::

Well, the decompiler got it all atlas'd normally, now I just need to debug the scripting issues to see if it actually worked.

post-733465-0-43644900-1449960325_thumb.

Edited by naptimeshadows

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