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Hello! A while back I was working on a couple mods that I just couldn't get working. I'm picking them back up now, but still can't seem to crack it. I fixed the names so that's in order now, and everything seems fine in game except for the fact that the image of the structure doesn't show up when placed. It almost seems like the file isn't autocompiling, but that's just my uneducated guess.

Any suggestions? Mucho apreciado in advance.

CabinTable.zip

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https://forums.kleientertainment.com/forums/topic/86255-structure-mod-help/
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I'm not sure yet, cause I can't test right now, but comparing with others files, try to change out this lines:

    local minimap = inst.entity:AddMiniMapEntity()
    minimap:SetIcon("cabintable.tex")

for this

inst.MiniMapEntity:SetIcon("cabintable.png")

I think it may work

13 minutes ago, JohnWatson said:

What do you mean the image of the structure? The animations themselvesĀ or the minimap icon?

Ah sorry I wasn't clear, I mean the animation itself. I can build it, place it, has a weight to it and I can't run through where it's placed, but the in-game animation for it doesn't show.

1) Do you have an assets table to load the anim file?

2) Are you sure you set the bank, build, and animation upon creation?

	inst.AnimState:SetBank("bankname")
	inst.AnimState:SetBuild("buildname")
	inst.AnimState:PlayAnimation("idle")

3) Are you sure its 'idle' animation exists or is named correctly?

Ā 

28 minutes ago, JohnWatson said:

1) Do you have an assets table to load the anim file?

2) Are you sure you set the bank, build, and animation upon creation?


	inst.AnimState:SetBank("bankname")
	inst.AnimState:SetBuild("buildname")
	inst.AnimState:PlayAnimation("idle")

3) Are you sure its 'idle' animation exists or is named correctly?

Ā 

1. I'm new to this. Is this what you mean by an asset table?

local assets=
{
Ā  Ā  Asset("ANIM", "anim/cabintable.zip"),
Ā  Ā  Asset("ATLAS", "images/inventoryimages/cabintable.xml"),
Ā  Ā  Asset("IMAGE", "images/inventoryimages/cabintable.tex"),
}

2. Yes.

3. I'm sure it's named correctly, and I certainly built it in spriter (based on the table from the ruins), but after I save it in spriter and load everything up it's supposed to autocompile into a file and it doesn't, it just kinda stays a spriter file. Could be something else obviously but thats the one thing that seems out of place to me at least.

Edited by Adrenia
23 minutes ago, JohnWatson said:

Personally, I've never used the autocompiler. Try compiling the spriter project with krane:Ā 

Ā 

Krane is what I used to decompile the ruins table and make my changes. I can't find any tutorials on how to get Krane to compile. How do you do it?

2 minutes ago, JohnWatson said:

Woops, my mistake, krane is only for turning anims into a spriter project. scml.exe from Don't Starve Mod ToolsĀ can be used to manually compile spriter projects into a useable anim file.

Ah I see, thanks! I found scml.exe in the mod tools folder in steam, but when I click it it just brings up a CMD window for .005 of a second and then it closes immediately and does nothing.Ā Sorry for all the trouble, I have no idea why this isn't working.

48 minutes ago, JohnWatson said:

Has been a really long time since I've used it, but I think you need to drag the spriter project into scml.exe, if that doesn't work, try using Cmd:


<scml.exe path> <spriter project path> <output folder path>

Ā 

If it did work, where would the output folder be? I've been messing with the files a bit - added a cabintable folder to exported, and an animation.xml and build.xml to that folder rather than just having them in the zip. Renamed the animations within the spriter folder to match the code - still the exact same problem, with the additional issue of its now not recognizing the jpg image used for the icon in the workshop. I'm completely lost.

Cabin Table.rar

edit; Yknow, IĀ  bet it IS those .xml files. I copied them from a sample structure mod, but that one only had the 1 piece to it and mine has 3, so ostensibly its going to need more information, I just have no idea how one makes one of these xml files from scratch. Ill do some more digging.

Edited by Adrenia
Quote

Alternatively, the scml compiler may be used directly. I takes two arguments: the first one is the path of the scml file to build and the second one is the path to the directory of the mod in which to place the final product (an anim/ folder is created within the mod's if it doesn't exist).

^ How to use the scml compiler

It should create an anim folder with the anim zip file inside.

Ā 

Edited by JohnWatson
2 minutes ago, JohnWatson said:

^ How to use the scml compiler

It should create an anim folder with the anim zip file inside.

^ How to use the scml compiler

It should create an anim folder with the anim zip file inside.

I dont think it worked, then, but that's okay because I've got an anim folder with a zipped atlas-0.tex anim.bin and build.bin already. The spriter doc I'm talking about is in the exported folder.

What I was talking about before regarding the .xml files, has the frames named "cabintable" but my actual frames are more like table01 etc etc, due to the 3 pieces it puts together in spriter to make sure it moves. Dyou happen to know how one would go about making an animation.xml and build.xml instead of ripping it from example mods?

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