LumanChuman Posted February 2, 2016 Share Posted February 2, 2016 Hello, I am creating a mod to add a new, custom agent to invisible, inc., using the API example mod for reference. Though my mod loads into the game, my custom character is completely invisible in missions because, according to the log, it cannot find the .abld files referenced in my scripts. The problem I have run into is that I do not know how to create the .abld file. I was previously under the impression that the Builder (from the API example mod) would create the .abld files for the folders I put in with ".anim" at the end of the name, such as "agent_specs.anim", the folder holding all the PNGs for my custom agent (currently identical in contents to the extracted folder "agent_deckard2.anim" aside from some alterations to the head PNGs) and then place them into the generated KWAD file, but now I am uncertain and thus cannot progress with my mod. As a result, any help would be greatly appreciated! Link to comment Share on other sites More sharing options...
LumanChuman Posted February 3, 2016 Author Share Posted February 3, 2016 To make my original post clearer, what I don't understand is how to go from folders with the character art PNGs (like the agent_deckard2.anim folder that can be extracted with the KWADTool) to .anim/.abld files that can be packaged into a .KWAD file to be usable by the game. Link to comment Share on other sites More sharing options...
Strelock Posted February 3, 2016 Share Posted February 3, 2016 For anim files, package tool expects zip archavies with those files inside: animation.xml (has .adef alias) build.xml (has .abld alias) *.png files that are referenced in build.xml KWADTool does not extract all those files from .kwad files (only build.xml and all .png files will be extracted). So when you are packaging it back KWAD builder will reject those animations. Replacing any animations for which you do not have source files is not possible. You can find source .anim files for agent Deckard and Banks in the "example anim files" folder of the official example mod. Check @Shirsh stuff on the forum and steam workshop. His guide Adding characters: visual appearance edit. Link to comment Share on other sites More sharing options...
Shirsh Posted February 3, 2016 Share Posted February 3, 2016 9 hours ago, LumanChuman said: To make my original post clearer, what I don't understand is how to go from folders with the character art PNGs (like the agent_deckard2.anim folder that can be extracted with the KWADTool) to .anim/.abld files that can be packaged into a .KWAD file to be usable by the game. In Api example mod there is folder "example anim files" where you can find examples of what you need to put into "anims" folder to be transformed, and xmls from decker's anim should make your mod work Link to comment Share on other sites More sharing options...
LumanChuman Posted February 3, 2016 Author Share Posted February 3, 2016 Thank you Strelock and Shirsh for taking the time to respond to my post! I have been looking at Shirsh's guide and his character mods on the workshop and they have been extremely helpful to me in making this mod. However, there is one part in both Shirsh's guide and the API example mod guide that I now realize (thanks to the clarification both of you have provided) I am stuck at: I'm not sure how to open the .anim files in order to access/obtain the xml files. Is there a certain program required to open .anim files or extract their contents? Link to comment Share on other sites More sharing options...
Strelock Posted February 3, 2016 Share Posted February 3, 2016 It's a zip archive. 7-zip is a free tool that you can use to extract from it. If you read carefully you can find that information in the guide Link to comment Share on other sites More sharing options...
LumanChuman Posted February 3, 2016 Author Share Posted February 3, 2016 Thank you Strelock for taking the time to respond to my last post! I am pleased to say that my mod now works! I'm a bit of a novice when it comes to modding. As a result, on prior readings of the guide, I assumed that they were referring to a regular compressed windows file like what is used for the scripts. However, now, thanks to your help, I understand what they were actually referring to. Thanks again Strelock and Shirsh for helping me to get my mod working! Link to comment Share on other sites More sharing options...
Shirsh Posted February 4, 2016 Share Posted February 4, 2016 59 minutes ago, LumanChuman said: on prior readings of the guide, I assumed that they were referring to a regular compressed windows file like what is used for the scripts. They are: Windows should be able to open it same way as scripts.zip, you just need to force window to unpack them, either by renaming "file.anim" to "file.zip", either by associating .anim with ummm (I dunno what is name of default Win compression-related component). I'd recommend to use Total Commander partially because of its convenient "unpack" button that unlike Windows didn't ask much questions and just trying to unpack. Link to comment Share on other sites More sharing options...
LumanChuman Posted February 4, 2016 Author Share Posted February 4, 2016 3 hours ago, Shirsh said: They are: Windows should be able to open it same way as scripts.zip, you just need to force window to unpack them, either by renaming "file.anim" to "file.zip", either by associating .anim with ummm (I dunno what is name of default Win compression-related component). I'd recommend to use Total Commander partially because of its convenient "unpack" button that unlike Windows didn't ask much questions and just trying to unpack. I see, thank you for the clarification! Right now I am using 7-zip and it has not given me any troubles in regards to unpacking. However, if I should run into any troubles later on, I will definitely look into Total Commander. Link to comment Share on other sites More sharing options...
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