Eusong 179 Report post Posted December 21, 2017 (edited) Basically I'm making an item that I want to show up in front of the player's arm (or completely in front of the player if needed) rather than behind. Here's what it currently looks like I want the arm to be invisible behind the object while it's held. Any help will be greatly appreciated! Edited December 22, 2017 by Eusong Share this post Link to post Share on other sites
spideswine 278 Report post Posted December 22, 2017 (edited) Far as I know you're gonna have to create custom animations for that item. Maybe someone is aware of some work around(Maybe use the animations of some peculiar item I forgot exists), but I suspect that there's no easy way to do this. Maybe you can make the arm disappear, depending on what exactly you intend it to look like, but I can't really think of any other workarounds. Edited December 22, 2017 by spideswine Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 ........Urgh......great.........i'll see if I can help Eusong out at all with Spriter tomorrow.... Share this post Link to post Share on other sites
spideswine 278 Report post Posted December 22, 2017 Well you could try overriding the hand instead of using it as an item, might work, depends on what you want it to look like. Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 Yes, that would work, as the hand is behind the shield. How exactly would that be done? Share this post Link to post Share on other sites
spideswine 278 Report post Posted December 22, 2017 You'll need to override the hand symbol. Wouldn't just adding a handle to the shield solve the problem in a simpler manner? Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 Not really. The way the shields are made, what you're seeing is the front. With the other shields, it'll be rather plainly obvious that this is the front, and can't work as the back. We'll try fiddling with the hand, see if we can make that work. Share this post Link to post Share on other sites
Eusong 179 Report post Posted December 22, 2017 (edited) Well, we're making progress. owner.AnimState:OverrideSymbol("HAND", "swap_buckler", "swap_buckler") edit: It's the Wilsonmobile! Edited December 22, 2017 by Eusong Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 (edited) We can't seem to find the symbol to override to make hand disappear. More instruction needed. We've gotten both hands to become shield, we've gotten hands to become invisible, but no shield. We've gotten Wilson to just become shield. We've also made armless Wilson move shield with telepathy. Can't make carry hand disappear. Edited December 22, 2017 by Silentdarkness1 Share this post Link to post Share on other sites
spideswine 278 Report post Posted December 22, 2017 (edited) The way this thing works is that the symbols also have "sub symbols", for example the hand folder in the extended character template looks like: https://imgur.com/a/3uCM0 you're interested in hand 1 and hand 4, so the leave the rest the same.(If you just switched it with only one symbol it's gonna swap everything with that, resulting in...this) Edited December 22, 2017 by spideswine Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 (edited) 9 minutes ago, spideswine said: The way this thing works is that the symbols also have "sub symbols", for example the hand folder in the extended character template looks like: https://imgur.com/a/3uCM0 you're interested in hand 1 and hand 4, so the leave the rest the same. So you're saying that we need to specify a specific subsymbol, then? Like... owner.AnimState:OverrideSymbol("Hand-1", "swap_buckler", "swap_buckler") ? Edited December 22, 2017 by Silentdarkness1 Share this post Link to post Share on other sites
spideswine 278 Report post Posted December 22, 2017 (edited) 9 minutes ago, Silentdarkness1 said: So you're saying that we need to specify a specific subsymbol, then? Like... owner.AnimState:OverrideSymbol("Hand-1", "swap_buckler", "swap_buckler") ? I don't think there's a way to swap the so called(by me) "sub symbols", you just need to make swap_buckler contain all these smaller ones, and only change the ones you want to changed(1 and 4 probably). Edited December 22, 2017 by spideswine Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 2 minutes ago, spideswine said: I don't think there's a way to swap the so called(by me) "sub symbols", you just need to make swap_buckler contain all these smaller ones. So the asset bundle needs to simply have all the hands and such placed inside it? Or is it more involved than that? Sorry, we've never really had to deal with something as complex as this before. Share this post Link to post Share on other sites
spideswine 278 Report post Posted December 22, 2017 Just now, Silentdarkness1 said: So the asset bundle needs to simply have all the hands and such placed inside it? Or is it more involved than that? Sorry, we've never really had to deal with something as complex as this before. Well they all have their pivots, so I'd suggest using the extended character template, deleting all of the assets but the ones of the hand, and working on those. Share this post Link to post Share on other sites
IzzyXD 146 Report post Posted December 22, 2017 (edited) 1 minute ago, spideswine said: Well they all have their pivots, so I'd suggest using the extended character template, deleting all of the assets but the ones of the hand, and working on those. This doesn't make sense. That allows them to make a character with shields for hands, but what good is that? And Wilson/Maxwell/Winona's hands don't match the normal white hands, nor do the SW characters - Klei would have to add the ability to swap left/right hand independently or this is probably impossible. EDIT: Unless what you meant is to make copies of existing character's assets, but swap out their respective hand symbols with the buckler. Then equipping the buckler could change their anim bank/build to these bucker-characters and the opposite when unequipped - However it sure is a lot more work and may not even come out right. (Decompiler usually screws up characters) Edited December 22, 2017 by IzzyXD Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 Just now, IzzyXD said: This doesn't make sense. That allows them to make a character with shields for hands, but what good is that? Well, in theory, the hand is supposed to be "hidden" behind the shield. That'd be perfect,actually. Share this post Link to post Share on other sites
IzzyXD 146 Report post Posted December 22, 2017 Just now, Silentdarkness1 said: Well, in theory, the hand is supposed to be "hidden" behind the shield. That'd be perfect,actually. I don't think it's possible at all. Even if you did what I edited into my post, as soon as you equip a hand skin it takes priority. Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 There has to be some sort of solution. I don't suppose it's possible to somehow catch equipping of hand skins and make the changes as needed? Share this post Link to post Share on other sites
spideswine 278 Report post Posted December 22, 2017 4 minutes ago, IzzyXD said: This doesn't make sense. That allows them to make a character with shields for hands, but what good is that? And Wilson/Maxwell/Winona's hands don't match the normal white hands, nor do the SW characters - Klei would have to add the ability to swap left/right hand independently or this is probably impossible. EDIT: Unless what you meant is to make copies of existing character's assets, but swap out their respective hand symbols with the buckler. Then equipping the buckler could change their anim bank/build to these bucker-characters and the opposite when unequipped - However it sure is a lot more work and may not even come out right. (Decompiler usually screws up characters) Well this relies on the hands not being too different, or you can make special gloves for the shield, or the third option(It's not THAT much work, but probably better not done). skins may be an issue, I'm not too sure how these things interact with them. Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 ....Wait. Would a fake hand image work? A blank graphics file listed as a hand for all characters? Share this post Link to post Share on other sites
spideswine 278 Report post Posted December 22, 2017 (edited) 2 minutes ago, Silentdarkness1 said: ....Wait. Would a fake hand image work? A blank graphics file listed as a hand for all characters? It'll make the hands invisible. I'd check what izzy said to see if hand skins don't mess this up, try playing wilson with hand skins and see if they don't go through the shield in the current iteration. Edited December 22, 2017 by spideswine Share this post Link to post Share on other sites
IzzyXD 146 Report post Posted December 22, 2017 1 minute ago, Silentdarkness1 said: ....Wait. Would a fake hand image work? A blank graphics file listed as a hand for all characters? Sure it would, but skins overwrite hand symbols. Hand Symbols -> Skin Symbols -> Swapped Symbols So there is no way to do it. Swapped Symbols won't work, as it replaces both hands. Skin Symbols you can't do, iirc - If you find a way to do it, this is the solution Hand Symbols will just get overwritten as soon as they equip a skin Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 An acceptable alternative would be for the shield to just generally be over the entire player character's body, instead of just above the arm/hand.Something has to be done, because it looks very wrong the way it is now. Share this post Link to post Share on other sites
spideswine 278 Report post Posted December 22, 2017 If skins really do override it then the only way is to somehow make it a skin, do they though? Share this post Link to post Share on other sites
Silentdarkness1 1162 Report post Posted December 22, 2017 (edited) Wait..........now that you mention it, isn't there an API for modded custom skins? Although even if we did do that, we'd need a way to force that skin to always be on. EDIT: No, that wouldn't work either. Illegal to do that to make it work with standard characters. Edited December 22, 2017 by Silentdarkness1 Share this post Link to post Share on other sites