Potatoboi Posted July 3, 2017 Share Posted July 3, 2017 Hello, i'm completely new to DS/DST modding, & don't know much . . . i have tried following tutorials & what not, but even after following every thing it doesn't work properly if at all, i managed to make it work once, but it was invisible, so i started over again . . . Currently, my character mod fails to compile the .zip into an anim .zip & i'm not sure what to do, i tried to read the errors i got, but honestly i don't understand them haha . . . Here are some error logs . . . *From compiler* Exporting potatoboi.zipExporting Animation[################################] 1/1Error Exporting C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\mods\potatoboi\exported\potatoboi\potatoboi.zip'int' object is not subscriptableTraceback (most recent call last):File "c:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\exported\..\tools\scripts\buildanimation.py", line 529, in <module>ExportBuild( endianstring, zip_file, buildxml, outzip, not results.skipantialias, results.platform, results.textureformat, results.hardalphatextureformat, results.force, results.ignoreexceptions )File "c:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\exported\..\tools\scripts\buildanimation.py", line 395, in ExportBuildimg.regions = optimizeimage.GetImageRegions(img, 32)File "c:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\tools\scripts\optimizeimage.py", line 156, in GetImageRegionsrootNode = QuadTreeNode(img, None, 0, blocksize)File "c:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\tools\scripts\optimizeimage.py", line 75, in __init__childtypes = [ Analyze(im, childboxes[0]),File "c:\Program Files (x86)\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\tools\scripts\optimizeimage.py", line 34, in Analyzeif p[3] == 0:TypeError: 'int' object is not subscriptable *From in-game* [string "scripts/util.lua]:470: Could not find asset matching anim/potatoboi.zip in any of the search paths.LUA ERROR stack traceback:=[C] in function 'assert'scripts/util.lua(470,1) in function 'resolvefilepath'scripts/mainfunctions.lua(99,1) in function 'RegisterPrefabs'scripts/malfunctions.lua(127,1)=(tail call) ?=[C] in function 'xpcall'scripts/mods.lua(154.1)scripts/mods.lua in function 'RegisterPrefabs' *Client log* [00:02:18]: ModIndex:GetModsToLoad inserting moddir, Potatoboi [00:02:18]: Could not load mod_config_data/modconfiguration_Potatoboi [00:02:18]: Loading mod: Potatoboi (Potato Product Provider) Version:1.0 [00:02:18]: Mod: Potatoboi (Potato Product Provider) Loading modworldgenmain.lua [00:02:18]: Mod: Potatoboi (Potato Product Provider) Mod had no modworldgenmain.lua. Skipping. [00:02:18]: Mod: Potatoboi (Potato Product Provider) Loading modmain.lua [00:02:18]: LOADING LUA SUCCESS [00:02:19]: ModIndex:GetModsToLoad inserting modname, Potatoboi [00:02:19]: Loading mod: Potatoboi (Potato Product Provider) Version:1.0 [00:02:19]: Mod: Potatoboi (Potato Product Provider) Loading modworldgenmain.lua [00:02:19]: Mod: Potatoboi (Potato Product Provider) Mod had no modworldgenmain.lua. Skipping. [00:02:19]: running worldgen_main.lua [00:02:40]: Mod: Potatoboi (Potato Product Provider) Registering prefabs [00:02:40]: Mod: Potatoboi (Potato Product Provider) Registering prefab file: prefabs/potatoboi [00:02:40]: Mod: Potatoboi (Potato Product Provider) potatoboi [00:02:40]: Mod: Potatoboi (Potato Product Provider) Registering prefab file: prefabs/potatoboi_none [00:02:40]: error calling LoadPrefabFile in mod Potatoboi (Potato Product Provider): [string "scripts/util.lua"]:470: Could not find an asset matching anim/potatoboi.zip in any of the search paths. LUA ERROR stack traceback: =[C] in function 'assert' scripts/util.lua(470,1) in function 'resolvefilepath' scripts/mainfunctions.lua(99,1) in function 'RegisterPrefabs' scripts/mainfunctions.lua(127,1) =(tail call) ? =[C] in function 'xpcall' scripts/mods.lua(154,1) scripts/mods.lua(593,1) in function 'RegisterPrefabs' scripts/gamelogic.lua(226,1) in function 'LoadAssets' scripts/gamelogic.lua(811,1) =[C] in function 'SetPersistentString' scripts/saveindex.lua(176,1) in function 'Save' scripts/saveindex.lua(366,1) =[C] in function 'SerializeWorldSession' scripts/networking.lua(278,1) in function 'SerializeWorldSession' scripts/saveindex.lua(369,1) in function 'OnGenerateNewWorld' scripts/gamelogic.lua(822,1) in function 'cb' scripts/screens/worldgenscreen.lua(144,1) in function 'OnUpdate' scripts/frontend.lua(587,1) in function 'Update' scripts/update.lua(92,1) [00:02:40]: Disabling Potatoboi (Potato Product Provider) because it had an error. [00:02:40]: [string "scripts/util.lua"]:470: Could not find an asset matching anim/potatoboi.zip in any of the search paths. LUA ERROR stack traceback: =[C] in function 'assert' scripts/util.lua(470,1) in function 'resolvefilepath' scripts/mainfunctions.lua(99,1) in function 'RegisterPrefabs' scripts/mainfunctions.lua(127,1) =(tail call) ? =[C] in function 'xpcall' scripts/mods.lua(154,1) scripts/mods.lua(593,1) in function 'RegisterPrefabs' scripts/gamelogic.lua(226,1) in function 'LoadAssets' scripts/gamelogic.lua(811,1) =[C] in function 'SetPersistentString' scripts/saveindex.lua(176,1) in function 'Save' scripts/saveindex.lua(366,1) =[C] in function 'SerializeWorldSession' scripts/networking.lua(278,1) in function 'SerializeWorldSession' scripts/saveindex.lua(369,1) in function 'OnGenerateNewWorld' scripts/gamelogic.lua(822,1) in function 'cb' scripts/screens/worldgenscreen.lua(144,1) in function 'OnUpdate' scripts/frontend.lua(587,1) in function 'Update' scripts/update.lua(92,1) [00:02:40]: [string "scripts/util.lua"]:470: Could not find an asset matching anim/potatoboi.zip in any of the search paths. LUA ERROR stack traceback: =[C] in function 'assert' scripts/util.lua(470,1) in function 'resolvefilepath' scripts/mainfunctions.lua(99,1) in function 'RegisterPrefabs' scripts/mainfunctions.lua(127,1) =(tail call) ? =[C] in function 'xpcall' scripts/mods.lua(154,1) scripts/mods.lua(593,1) in function 'RegisterPrefabs' scripts/gamelogic.lua(226,1) in function 'LoadAssets' scripts/gamelogic.lua(811,1) =[C] in function 'SetPersistentString' scripts/saveindex.lua(176,1) in function 'Save' scripts/saveindex.lua(366,1) =[C] in function 'SerializeWorldSession' scripts/networking.lua(278,1) in function 'SerializeWorldSession' scripts/saveindex.lua(369,1) in function 'OnGenerateNewWorld' scripts/gamelogic.lua(822,1) in function 'cb' scripts/screens/worldgenscreen.lua(144,1) in function 'OnUpdate' scripts/frontend.lua(587,1) in function 'Update' scripts/update.lua(92,1) i'm sure i am missing some thing easy or small . . . my apologies for that if i take up anyone's time with a simple problem, i'm just not sure what else to do . . . Any help would be greatly appreciated ! Link to comment Share on other sites More sharing options...
MorickClive Posted July 4, 2017 Share Posted July 4, 2017 I use to have considerable trouble with character art, if your character art isn't compiling - that might be all that's wrong, but it's enough to cause the mod to fail entirely: Could not find an asset matching anim/potatoboi.zip in any of the search paths. I used the extended character template to keep things predictable - avoid moving pivot points, just adjust the visual image (you maybe able to get away with change the resolution of the image; if I recall correctly). Sadly I found that many default methods of Spriter tend not to translate well to DS/DST, try to keep it as simple as editing images for this character template; for assets, limit rotational looping(will reset the collision for hover interaction) and alpha tweening, which in my experience haven't worked so smoothly. Link to comment Share on other sites More sharing options...
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