DoomsdayLucas Posted July 3, 2016 Share Posted July 3, 2016 Hello! So, as you know, this is a thread about my animation and how it doesn't want to work. See, I've made a custom weapon, and the icon shows up in the inventory of my character and when it's dropped on the ground. For some reason, however, no matter what I try or how hard I pray, I cannot get its texture to show up while in my custom character's hand. It works as if a weapon is there, it's just the visual for it doesn't show up. Mind you, I followed Malacath's tutorial, "Creating a 'handslot-equitable-item' from scratch" front and back, read some of the suggestions there, tried them, looked elsewhere, and I still can't figure this out. I am almost probably certain the code is okay (?), though, I'm not for sure. My code is this (for my weapon's LUA, which I've called "sunflower"): local assets = { -- Animation files used for the item. Asset("ANIM", "anim/sunflower.zip"), Asset("ANIM", "anim/swap_sunflower.zip"), -- Inventory image and atlas file used for the item. Asset("ATLAS", "images/inventoryimages/sunflower.xml"), Asset("IMAGE", "images/inventoryimages/sunflower.tex"), } prefabs = { "sunflower", } local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_sunflower", "swap_sunflower") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function onunequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local function init() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("sunflower") inst.AnimState:SetBuild("sunflower") inst.AnimState:PlayAnimation("idle") inst:AddTag("sharp") if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst:AddComponent("weapon") inst.components.weapon:SetDamage(10) inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/sunflower.xml" inst.components.inventoryitem.imagename = "sunflower" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip(onequip) inst.components.equippable:SetOnUnequip(onunequip) inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(20) inst.components.finiteuses:SetUses(20) inst.components.finiteuses:SetOnFinished(inst.Remove) inst:AddComponent("sanityaura") --Create a sanity aura around the dropped item inst.components.sanityaura.aura = (TUNING.SANITYAURA_SMALL * 0.5) MakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/sunflower", init, assets, prefabs) However, I would like to point out that I've only coded little in my lifetime, so I'm still quite a beginner. I'm also wondering if it could maybe be Spriter just being a piece of garbage, and saving my animations weirdly/giving them weird names/just being dumb in general. I'm not sure at this point, so any help or suggestions would be appreciated. Link to comment Share on other sites More sharing options...
Neu7ral Posted July 3, 2016 Share Posted July 3, 2016 You're making lucas!? OMG Link to comment Share on other sites More sharing options...
DoomsdayLucas Posted July 4, 2016 Author Share Posted July 4, 2016 (edited) Quote You're making lucas!? OMG Haha, yeah, I am! Glad you recognized it! (Still a work-in-progress, though!) Edited July 4, 2016 by DoomsdayLucas Link to comment Share on other sites More sharing options...
Neu7ral Posted July 4, 2016 Share Posted July 4, 2016 (edited) By the way. can you show us the swap_sunflower.zip? Edited July 4, 2016 by Neutral_Steve Link to comment Share on other sites More sharing options...
DoomsdayLucas Posted July 5, 2016 Author Share Posted July 5, 2016 Yes! Just a second... here! swap_sunflower.zip Link to comment Share on other sites More sharing options...
Neu7ral Posted July 5, 2016 Share Posted July 5, 2016 Try change this owner.AnimState:OverrideSymbol("swap_object", "swap_sunflower", "swap_sunflower") into this owner.AnimState:OverrideSymbol("swap_object", "swap_sunflower", "swap_symbol0") Link to comment Share on other sites More sharing options...
DoomsdayLucas Posted July 6, 2016 Author Share Posted July 6, 2016 Eh, didn't seem to work, unfortunately... This is making me kind of frustrated, lol. Link to comment Share on other sites More sharing options...
Neu7ral Posted July 6, 2016 Share Posted July 6, 2016 5 hours ago, DoomsdayLucas said: Eh, didn't seem to work, unfortunately... This is making me kind of frustrated, lol. Whoops. I'm dumb, It was owner.AnimState:OverrideSymbol("swap_object", "swap_sunflower", "symbol0") without the "swap_" Link to comment Share on other sites More sharing options...
DoomsdayLucas Posted July 13, 2016 Author Share Posted July 13, 2016 (edited) Ah! Okay, let's see... Sorry it took me so long to reply, been a little busy lately. Thank you for being so patient in trying to help me! EDIT: YES! Oh my god, finally! You were right, but why was it like that? I followed the tutorial and everything... So where did you find or come up with that solution? I'd just like to know in case I run into it again. :A Happy Lucas! Edited July 13, 2016 by DoomsdayLucas Link to comment Share on other sites More sharing options...
Neu7ral Posted July 13, 2016 Share Posted July 13, 2016 2 hours ago, DoomsdayLucas said: Ah! Okay, let's see... Sorry it took me so long to reply, been a little busy lately. Thank you for being so patient in trying to help me! EDIT: YES! Oh my god, finally! You were right, but why was it like that? I followed the tutorial and everything... So where did you find or come up with that solution? I'd just like to know in case I run into it again. :A Happy Lucas! You maybe didnt done it well. the sunflower folder is like that? swap_sunflower (folder with the scml file) -> swap_sunflower (with the png inside)? or you have it together? Link to comment Share on other sites More sharing options...
DoomsdayLucas Posted July 13, 2016 Author Share Posted July 13, 2016 I have two folders named swap_sunflower, but I have both the scml file and the png in the latter one, because it wouldn't compile otherwise. I tried putting the scml file by the first swap_ folder after it compiled, but with no luck (obviously because the coding was looking for the wrong thing). was the symbol0 in the scml file of the sunflower? Link to comment Share on other sites More sharing options...
Neu7ral Posted July 14, 2016 Share Posted July 14, 2016 Well, first, you must have the exported folder, you know, in that folder, you have the swap_sunflower, in this case, this folder is called swap_marblesword in that folder, it should be the scml and zip file (Note: Do the scml file after making the folders, trying to move it could cause errors) And last one, the last folder has the png inside I think when you create a item with the scml and png together, the compiler will move the png into a created folder called symbol0, you can check that using krane and exporting your item with it. The good thing like I said before, make these folders and make the scml file after that and saving it in the first swap_sunflower folder. I'm not good doing tutorials, so might this could help or not. Link to comment Share on other sites More sharing options...
KainMorgen Posted July 16, 2016 Share Posted July 16, 2016 Now that the original posters question is solved I would like to hijack this topic with another animation bug related question. I am trying to improve another modders character mod with his consent. The character mod also contains a custom weapon - a spider swatter. The weapon can be crafted and can be held/used. It is shown in the characters hands, etc. Now the bug:If you drop this weapon to the ground, it just disappears. This is not supposed to happen. Could you please have a look at the spiderswatter.lua and the corresponding animation files? Thank you very much! Jessica V3.rar Link to comment Share on other sites More sharing options...
Neu7ral Posted July 16, 2016 Share Posted July 16, 2016 (edited) 14 hours ago, KainMorgen said: Now that the original posters question is solved I would like to hijack this topic with another animation bug related question. I am trying to improve another modders character mod with his consent. The character mod also contains a custom weapon - a spider swatter. The weapon can be crafted and can be held/used. It is shown in the characters hands, etc. Now the bug:If you drop this weapon to the ground, it just disappears. This is not supposed to happen. Could you please have a look at the spiderswatter.lua and the corresponding animation files? Thank you very much! Jessica V3.rar I know about the symbol0 on swap_ files, but this... I don't know about this one, Mmmhhhh. Change this anim:SetBank("spiderswatter") anim:SetBuild("spiderswatter") anim:PlayAnimation("idle") into this anim:SetBank("goldsword") anim:SetBuild("spiderswatter") anim:PlayAnimation("idle_90s") Maybe that will fix it. Edited July 16, 2016 by Neutral_Steve "but this is quite different, it's the same" Link to comment Share on other sites More sharing options...
KainMorgen Posted July 16, 2016 Share Posted July 16, 2016 Unfortunately modifying these lines did not result in any observable change. I actually have no idea how these animations files interact with the spiderswatter.lua Obviuously I managed to learn a bit of lua by now. Also I can open the .tex file in the TexViewer I found, But I know nothing about which information are hidden inside anim.bin and build.bin, nor how to edit this data. Link to comment Share on other sites More sharing options...
Neu7ral Posted July 16, 2016 Share Posted July 16, 2016 (edited) 27 minutes ago, KainMorgen said: Unfortunately modifying these lines did not result in any observable change. I actually have no idea how these animations files interact with the spiderswatter.lua Obviuously I managed to learn a bit of lua by now. Also I can open the .tex file in the TexViewer I found, But I know nothing about which information are hidden inside anim.bin and build.bin, nor how to edit this data. Welp, I will make the item for you after my Awesomenauts match. If you like. Edited July 16, 2016 by Neutral_Steve Edits! Link to comment Share on other sites More sharing options...
KainMorgen Posted July 16, 2016 Share Posted July 16, 2016 That would be awesome. Thank you. Link to comment Share on other sites More sharing options...
Neu7ral Posted July 16, 2016 Share Posted July 16, 2016 1 hour ago, KainMorgen said: That would be awesome. Thank you. Alright, put back again the anim:SetBank("spiderswatter") anim:SetBuild("spiderswatter") anim:PlayAnimation("idle") and change the spiderswatter.zip with this one spiderswatter.zip Tell me if works. Link to comment Share on other sites More sharing options...
KainMorgen Posted July 16, 2016 Share Posted July 16, 2016 Yes, this works. Thank you very much. Would it be possible to further recompile the spiderswatter.zip and swap_spiderswatter.zip so I could replace this line: owner.AnimState:OverrideSymbol("swap_object", "swap_spiderswatter", "swap_GoldSword") with code that doesnt refer to the goldsword anymore? Let's say just for consistency. So its easier to read and update if anybody wants to do so. Link to comment Share on other sites More sharing options...
Neu7ral Posted July 16, 2016 Share Posted July 16, 2016 3 hours ago, KainMorgen said: Yes, this works. Thank you very much. Would it be possible to further recompile the spiderswatter.zip and swap_spiderswatter.zip so I could replace this line: owner.AnimState:OverrideSymbol("swap_object", "swap_spiderswatter", "swap_GoldSword") with code that doesnt refer to the goldsword anymore? Let's say just for consistency. So its easier to read and update if anybody wants to do so. Give me 5-10 mins and check this post again. Link to comment Share on other sites More sharing options...
Neu7ral Posted July 16, 2016 Share Posted July 16, 2016 https://www.dropbox.com/s/8uq0ezdqjfapad6/swap_spiderswatter.zip?dl=0 the uploader in the forums stoped working for me, okay, use this one. owner.AnimState:OverrideSymbol("swap_object", "swap_spiderswatter", "swap_spiderswatter") Link to comment Share on other sites More sharing options...
KainMorgen Posted July 16, 2016 Share Posted July 16, 2016 Thanks again. Link to comment Share on other sites More sharing options...
Cassuri-ty Posted July 16, 2016 Share Posted July 16, 2016 On 13/7/2016 at 11:27 AM, DoomsdayLucas said: Ah! Okay, let's see... Sorry it took me so long to reply, been a little busy lately. Thank you for being so patient in trying to help me! EDIT: YES! Oh my god, finally! You were right, but why was it like that? I followed the tutorial and everything... So where did you find or come up with that solution? I'd just like to know in case I run into it again. :A Happy Lucas! Hello!, this has nothing to do but...do you happen to have a template or know where i could find one to make a mod of my own?, I downloaded one everybody seemed to be using... but it came with an error and became unale to work with any other character mod my friends made....Sorry for bothering! Link to comment Share on other sites More sharing options...
Bebbit Posted July 16, 2016 Share Posted July 16, 2016 14 minutes ago, Cassuri-ty said: Hello!, this has nothing to do but...do you happen to have a template or know where i could find one to make a mod of my own?, I downloaded one everybody seemed to be using... but it came with an error and became unale to work with any other character mod my friends made....Sorry for bothering! I think you should make a new thread for this. Or search for one. Link to comment Share on other sites More sharing options...
Cassuri-ty Posted July 16, 2016 Share Posted July 16, 2016 15 minutes ago, Bebbit said: I think you should make a new thread for this. Or search for one. i made a thread asking for help, but sadly nobody has one. Link to comment Share on other sites More sharing options...
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