zyxerdima Posted January 8, 2018 Share Posted January 8, 2018 (edited) Hi, I'm trying to create mod which adds an opportunity to build Pond - just handmade copy of Pond all around autogenerated World with few custom animations and filling with water depeends from 'wetness'. And all works fine, I wrote the logic, created anims, but faced strange problem - only part of my Pond is real object. Around 1/3 (part A on image below or here) are inspectable and fishable, other 2/3 (part B) - just like regural ground, with exception of Player can't step on it. So I can inspect, fish part A but not part B. This is not what I was hoping for. And I don't know why that was happening. I know for sure that it's scml problem - I've tried to connect vanilla 'marsh_tile' and whole Pond are inspectable and fishable. I've tried Save As project with Spriter b5 (I'm using b11) but that doesn't help, also tried to change pond layout to black square - for nothing. Also theres 'water' layout - and that inspectable part depends from water layout size, but if I'll delete water - problem still exists. So I'm providing: 1. animation.xml 2. build.xml 3. whole dyp_marsh_tile.scml project And asking for help. Please, help me. Edited January 12, 2018 by zyxerdima solved Link to comment https://forums.kleientertainment.com/forums/topic/86268-solved-scml-problem-not-whole-object-are-inspectable/ Share on other sites More sharing options...
JohnWatson Posted January 9, 2018 Share Posted January 9, 2018 An annoying problem that I've no idea how I've fixed. Last time, what I did was add a square symbol to the animation and it stopped happening. Link to comment https://forums.kleientertainment.com/forums/topic/86268-solved-scml-problem-not-whole-object-are-inspectable/#findComment-991196 Share on other sites More sharing options...
zyxerdima Posted January 9, 2018 Author Share Posted January 9, 2018 (edited) Thanks for the response @JohnWatson 10 hours ago, JohnWatson said: Last time, what I did was add a square symbol to the animation and it stopped happening. You added square symbol to animation name or animation png file for fixing this? Edited January 9, 2018 by zyxerdima Link to comment https://forums.kleientertainment.com/forums/topic/86268-solved-scml-problem-not-whole-object-are-inspectable/#findComment-991280 Share on other sites More sharing options...
zyxerdima Posted January 9, 2018 Author Share Posted January 9, 2018 (edited) @Ipsquiggle sorry for summoning you to this topic, but can this problem be related to your old post "Creating an anim for items on the ground" ? I've tried to unpack build.bin and rename it using BuildRenamer to custom_pond and pack back to .zip and change SetBuild from "dyp_marsh_tile" to "custom_pond" but unsuccessfully, problem remained the same.Btw I conducted one more experiment - unpacked vanilla "marsh_tile.zip" to scml and compile it backwards to .zip (meanwile changed code side) - after that compilled pond using vanilla marsh_tile wasn't inspectable. But if I place vanilla "marsh_tile.zip" to /anim - all works just fine. I'm completely messed up. Verifying DS Mod Tools fixed that problem - 5 files was corrupted. But original problem still exist after recompilling with fixed Mod Toolds. Edited January 9, 2018 by zyxerdima updated about test Link to comment https://forums.kleientertainment.com/forums/topic/86268-solved-scml-problem-not-whole-object-are-inspectable/#findComment-991368 Share on other sites More sharing options...
zyxerdima Posted January 10, 2018 Author Share Posted January 10, 2018 OK, I've tried another thing: 1. unpacked /data/anim/marsh_tile.zip using krane.exe 2. renamed marsh_tile.scml to dyp_marsh_tile.scml 3. moved project to my_mod_folder/exported, compiled it using autocompiler 4. used Asset("ANIM", "anim/dyp_marsh_tile.zip") and inst.AnimState:SetBank("marsh_tile") inst.AnimState:SetBuild("dyp_marsh_tile") in my Prefab lua file 5. in game my custom Pond Prefab builded using this setup was fully inspectable 6. in my_mod_folder/exported using Spriter b5 entered dyp_marsh_tile.scml and renamed animation marsh_tile to dyp_marsh_tile, compiled it using autocompiler 7. used Asset("ANIM", "anim/dyp_marsh_tile.zip") and inst.AnimState:SetBank("dyp_marsh_tile") inst.AnimState:SetBuild("dyp_marsh_tile") in my Prefab lua file 8. in mage my custom Pond Prefab builded using this setup was only 1/3 inspectable and 2/3 not inspecable (just like on image at 1st post of this thread) Who has some thoughts why that kind of thing happened? How animation name affects on inspectable / fishable part of object? I've tried do the same with cook_pot.zip but cook_pot.zip worked fine. If you have'nt thoughts but have 10 min for reproducing steps desctibed above - give it a shot, and, please, tell me, that I'm not alone. Feels like I'm slowly but surely going crazy. Link to comment https://forums.kleientertainment.com/forums/topic/86268-solved-scml-problem-not-whole-object-are-inspectable/#findComment-991590 Share on other sites More sharing options...
zyxerdima Posted January 12, 2018 Author Share Posted January 12, 2018 Problem solved. Problem was in compiler (probably) for building build.bin in case of that layers in Spriter, that was angled. (Maybe plus some other options, I have not debugged build.bin to make sure) I realized that in case of recompiling vanilla marsh_tile.zip to custom_marsh_tile.zip if angle of 'marsh' layer was changed from default 45° to 0° full custom_pond was inspectable/fishable (and looks bad unusual). But not in case of default 45° angle - if that angle was used only 1/3 of pond was inspectable/fishable. So I setup 0° angle for 'marsh' layer but turned 'marsh-2.png' by 45° - marsh-2.png was used as base object for marsh layer. And voilà - after compiling custom_marsh_tile.scml full pond was inspectable/fishable and looks like vanilla pond that uses marsh_tile.zip Fight is over, now I can sleep well. Link to comment https://forums.kleientertainment.com/forums/topic/86268-solved-scml-problem-not-whole-object-are-inspectable/#findComment-992173 Share on other sites More sharing options...
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