Narmor Posted February 3, 2017 Share Posted February 3, 2017 (edited) SOLVED: My Problem was solved. If you encounter the same problem have a look at If a mod reads this: you are welcome to close the thread. --------------------------------------------------------------------------------------------------- Hey Guys, I have a custom container prefab for which i have created a custom widget spriter animation. But when I try to load the widget it just doesnt show up. I have done the following: Spriter setup: This is my exported Folder: This is my anim folder: this is the import of my asset: Assets = { Asset( "IMAGE", "images/inventoryimages/sorter.tex" ), Asset("ATLAS", "images/inventoryimages/sorter.xml"), Asset( "IMAGE", "images/inventoryimages/sortreceivingchest.tex" ), Asset("ATLAS", "images/inventoryimages/sortreceivingchest.xml"), Asset("ATLAS", "minimap/sorter.xml" ), Asset("ATLAS", "minimap/sortreceivingchest.xml" ), Asset("ANIM", "anim/ui_toolrack_3x6.zip"), } and this is the setup of my widget: widget = { slotpos = {}, animbank = "ui_toolrack_3x6", animbuild = "ui_toolrack_3x6", pos = Vector3(200,0,0), side_align_tip = 100, }, acceptsstacks = false, type = "chest", itemtestfn = function(container, item, slot) if item ~= nil then if item.sortCategory == modConstants.TOOLTAG or item.sortCategory == modConstants.WEAPONSTAG or item.sortCategory == modConstants.ARMORTAG or item.sortCategory == modConstants.CLOTHESTAG then return true end end return false end, } for y = 6, 1, -1 do for x = 0, 2 do table.insert(customWidgets.sortreceivingequipmentbox.widget.slotpos, Vector3(80*x-80*2+80, 80*y-80*6+80,0)) end end Eveything seems to be working fine, except that it looks ingame like this (the widget background is missing): And I dont understand why it doesnt work. I decompiled the ui_chest_3x3 to have a look how the widgetbackground is set up and created my spriter file in a similar way. I have googled and tried out things for the last 3 hours, but couldnt find anything. The only thread i found similar to my problem was this one: But no one ever answered and it got archived. Has anyone has ever had this problem and knows how to fix it? I think it is a problem with my spriter file, because when i copy custom container backgrounds from other mods (like "storm cellar" or "bigger Chests") they do work and are displayed. I would be very thankful for help. I attached my spriter file with the images as zip. exported.rar Edited February 6, 2017 by Narmor Link to comment Share on other sites More sharing options...
Maris Posted February 4, 2017 Share Posted February 4, 2017 (edited) Try to decompile background from "storm cellar" and compile again. See what's wrong. Try again etc. If recompilation was successful, try change name. See what's wrong. Etc. If success, change picture and size etc etc. Every time make only one single small step. Edited February 4, 2017 by Maris Link to comment Share on other sites More sharing options...
Narmor Posted February 5, 2017 Author Share Posted February 5, 2017 Hey Maris, thanks for your reply. I did the following: Test the original "Storm Cellar" art. Its working and looks like this: So everything is fine. The original is attached as "ORIGINAL_ui_largechest_5x5.zip". Afterwards I decompiled(using ktools 4.4.4) the original. You can find the contents in "DECOMPILED_ui_largechest_5x5.rar". Then, without even touching any of the Files that came out of the decompillation process I recompiled it, using the autocompiler from the newest version of the dont starve mod tools on steam. Then it looks like this: Which means during these steps it must have broken: Original -> decompile -> compile You can find the recompiled data in the attachment "RECOMPILED_ui_largechest_5x5.zip". For some reason the recompiled zip is 13kb smaller than the original one. Which might hint at some kind of loss during that process. My completely self created animation isnt working either, which means the following workflow produces the same error: NewSciterAnimationForWidget -> compile So my assumption would be, that there is something wrong with the compiler. BUT! all other self made animations are working totally fine. Which would mean, that the compiler works fine. So how come its only broken when I try to use it for a widget? It must be some king of special requirements for widgets thats not needed for normal prefab animations. I tried searching for those requirements, but couldnt find any. Does someone have an idea why it is like this? DECOMPILED_ui_largechest_5x5.rar ORIGINAL_ui_largechest_5x5.zip RECOMPILED_ui_largechest_5x5.zip Link to comment Share on other sites More sharing options...
Ricoom Posted February 5, 2017 Share Posted February 5, 2017 Have you tried looking into client logs to see if there was issue with loading any of the assets? Link to comment Share on other sites More sharing options...
Narmor Posted February 6, 2017 Author Share Posted February 6, 2017 (edited) Hey Ricoom, thank you for your answer. I was very stupid and you gave such an obviously simple hint I didnt think of, so that having a look into the logs solved my problem. The log stated the following: [00:00:43]: Could not find anim [open] in bank [ui_largechest_5x5] From which I assumed that was wrong. In the beginning I assumed that the names of the bank had to be like that because they were like that in the decompiled Spriter file. They must be "Open" and "Close". If not named like that the widget animation build will not work. So I changed the bank names as following: and surprise (i mismeasured the size of the graphic, but at least now my custom anim works): So this issue is solved. Thanks a lot for you replies! Edited February 6, 2017 by Narmor typo Link to comment Share on other sites More sharing options...
Ricoom Posted February 7, 2017 Share Posted February 7, 2017 You welcome. ;P Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now