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Mod won't create anim .zip for character . . .


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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.zip
Exporting Animation[################################] 1/1
Error 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 ExportBuild
img.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 GetImageRegions
rootNode = 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 Analyze
if 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 !

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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.

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